Untitled - serinus.us

Transcription

Untitled - serinus.us
Psionics Unbound
Cover: Drew Baker
Art Director: Nelson Rodriguez
Artists: Jason Cole, Anthony Grabski, Ryan E. Horvath, Unveiled Masters Developers: Steve Kenson, James
Veronica Jones, Jeremy McHugh, Nery Mejicano III,
Maliszewski and Jason Parent
Jacob Elijah Walker.
Unveiled Masters Contributors: Henry Lopez and
Author: James Zwiers
Derrel Weaver
Developers: Henry Lopez, M. Sean Molley and James Legacy of Damnation Developers: Brian Schoner
Zwiers
(Author), Henry Lopez, M. Sean Molley, and James
Zwiers
Contributors: Matt Blank, Caleb Foth, Eric Gorman,
M. Sean Molley, Zoe Mora, Chris Sanders, Philip Scott, Legacy of Damnation Contributors: Pedro C.
and Derrel Weaver
Barrenechea, Scott Charlton, Andrew Garbade, Andrew
Hauptmann, Henry Lopez, Robert Maxwell, M. Sean
Editors: Anna Maria León, Casey McGirt, Erik Robbins Molley, Michael Sitts, Derrel Weaver, Eric Wiener, and
James Zwiers
Layout: Ruben Smith-Zempel
Ssethregore: In the Coils of the Serpent Empire
Playtesters: Andrew Bartoa, Kevin Beerra, Mario Angel Author: Duane M. Choquette
Guzmeli, Miami Psi-Monkeys
Ssethregore: In the Coils of the Serpent Empire
Special Thanks: Pedro Barrenechea, Jonathan Martin, Contributors: Rene Alfonso, David Lopez, and Henry
Casey McGirt, and Erik Robbins
Lopez
Team Paradigm: Henry Lopez, Nelson Rodriguez, Eric Psionic System Reference Document Developers:
Wiener, Matt Blank, Pedro Barrenechea, and M. Sean Bruce R. Cordell, David Noonan, Rich Baker, Mike
Molley
Donais, Andrew Finch, Ed Stark and Jonathan Tweet
Except as otherwise identified, all portions of this book are © 2007 Paradigm
Concepts, Inc. All rights reserved. The mention of, use of or reference to any company,
trademark or product in this book is not a challenge to the trademark of copyright in
question. Dungeon’s and Dragons® and Wizards of the Coast® are registered trademarks
of Wizards of the Coast and are used with permision. The D20 System and D20 System
Logo are registered trademarks of Wizards of the Coast and are used under the terms of
the D20 System Trademark License Version 1.0. The D20 System Trademark License
Version 1.0 can be found at:
http://wizards.com/d20/files/d20stlv2.rtf.
TABLE OF CONTENTS
Table of Contents
Introduction.....................................................3
Mental Training Regimes
Living Arcanis Approved Materials...........................4
of the Holy Mother Church...............................80
Changes from the System Reference Document.........4
Brother of Shadow.............................................80
A Brief Introduction to Arcanis.........................4
Milandisian War Mind.......................................82
Chapter One: Rituals of the Mind...............................6
Psionic Inquisitor...............................................83
Val Family Psionics...............................................6
The Righteous Order
Using the Val Families in Your Game..............6
of the Divine Shield........................................85
Rituals of Awakening......................................6
Tools of the Serpent Empire...............................86
Ssethregoran Psionics..........................................7
Issori Metamind................................................88
Psionics of the Silence.........................................8
Psychic-Storm..........................................88
Preternatural Psionics:
Sansho Hunter...................................................89
A Marked Difference........................................8
Tools of the Silence............................................91
Psionics in the Holy Mother
Entropomancer............................................93
Church of Coryan.................................................8
Keeper of Silent Lore........................................93
Other Sources of Psionics.....................................9
Warrior of the Silence........................................94
The Ancient Races..........................................9
Lore of the Voiceless Ones.....................................96
Within the Sealed Lands..................................9
Master of Flesh..................................................98
The Ul of Khitan..............................................9
Mind Eater.........................................................99
Dar Zhan Vor....................................................9
Skull Collector.................................................101
Chapter Two: Core Classes........................................10
Slayer in Silence..............................................102
Core Mechanics....................................................10
Thrallherd..................................................104
The Power Point Reserve...............................10
Vengeful One.................................................106
Abilities and Manifesters................................10 Chapter Five: Power Lists.......................................108
Random Starting Gold.....................................10 Chapter Six: Powers...............................................109
Servants of Man...................................................10
Psionic Powers Overview..................................120
Occisor..................................................11
Manifesting Powers.......................................120
Psion.....................................................15
Choosing a Power.........................................120
Psychic Warrior................................................18
Concentration........................................120
Rhi’zen.................................................20
Counter-Manifesting..............................120
Soulknife................................................22
Manifester Level...........................................121
Wilder..................................................25
Power Failure..............................................121
Servants of the Serpent Empire............................27
The Power’s Result........................................121
Swamp Lord of Pit Sseth.................................27
Special Power Effects....................................122
Servants of the Silence.........................................30
Psionics-Magic Transparency..................122
Mist Wanderer..............................................30
Combining and Stacking Effects................123
Chapter Three: Skills & Feats...................................33
Powers and Power Points....................................123
Skills...........................................................33
Adding Powers..............................................127
General Feats........................................................41
Using Stored Power Points............................128
Psionic Feats.........................................................45
Special Abilities................................................128
Psionic Item Creation Feats.................................51
Psionic Maladies................................................129
Metapsionic Feats................................................53
Power Descriptions............................................129
Entropic Feats....................................................55
Aiming a Power.............................................127
Chapter Four: Prestige Classes.................................57
Duration....................................................127
The Val Family Training Regimes.......................57
Saving Throw................................................128
val’Abebi Master of the First Gift..................57
Power Resistance..........................................128
val’Assante Order of the Solemn Vows...........58
Power Points...............................................129
val’Borda Adept of the Shadows......................60
Descriptive Text............................................129
val’Dellenov Shaper of the Flesh....................62
Powers....................................................130
val’Emman Dancer of the Flame........................64 Chapter Seven: Equipment.....................................201
val’Holryn Master of Mimicry.........................66
Mundane Equipment..................................201
val’Inares Traveler of the Spirit.........................67
Biotechnology Equipment............................201
val’Ishi Empathic Healer...............................68
Common Items..............................................201
val’Mehan Savant of the Impure Mind............71
Weapons and Armor.......................................202
val’Mordane Master of the Coil........................72
Psionic Items......................................................203
val’Ossan Gelumancer......................................74
Using Items..................................................203
val’Sheem Temptress of the Soul......................76
Saving Throws Against Psionic
val’Tensen Aspect of the Hurricane............77
Item Powers.................................................204
val’Virdan Hunter of the Silence.................78
Damaging Psionic Items................................204
Repairing Items.........................................204
2
INTRODUCTION
Charges and Multiple Uses............................204
Psionic Item Descriptions............................204
Creating Psionic Items................................204
Chapter Eight: Psionic Monsters..........................215
General Rules.....................................................217
Subtypes..............................................217
Psionic Powers................................................218
Psi-Like Abilities............................................218
Alignment-Based Spell-like Abilities........218
Reading Psionic Creature Entries.............219
Creatures..................................................219
Aboleth................................................219
Astral Construct............................................220
Blue....................................................224
Brain Mole...................................................225
Brood of Caneturec........................................225
Caller in Darkness.........................................225
Cerebrilith............................................227
Couatl..................................................228
Crysmal...............................................228
Enskoral...............................................229
Folugub................................................230
Gray Glutton................................................231
il’Huan................................................231
Intellect Devourer.........................................233
Kraael.................................................234
Neothelid..............................................235
Obnu-il................................................236
Phrenic Creature (Template).........................237
Phthisic................................................238
Psicrystal.............................................239
Puppeteer............................................240
Sansho.................................................241
Soul-Riven Wanderer....................................242
Ssanu...................................................243
Thought Eater................................................244
Thought Slayer..............................................245
Tle’raahn.............................................246
Udoroot...............................................247
Voiceless One...............................................248
Appendix I: Spells..................................................249
Index...........................................................253
Introduction
Since the original conception of Arcanis there have
been many types of magic used by the various races and
cultures of Onara. With the advent of the Living Arcanis
campaign, the Psionic rule set was adopted as one of
these types of magic. This decision has shaped the
campaign setting, and over time the setting has become
reflected in the changes that the campaign staff have
made to the psionics rule set that is used in Arcanis.
As we near the finale of the first six-year storyarc, it is becoming more important to firmly codify the
rules that the campaign operates under. Thus, I was
handed the complex task of examining the campaign
rules and determining where changes can be made
to both clarify the rules, to simplify the rules, and to
generally bring the disparate needs of the players, the
campaign staff, and most importantly the story into a
seamless whole.
This book was originally conceived as a mere
chunk of rules that Living Arcanis players could use
in place of the material from the Core Psionics rules
that were removed from the Living Arcanis campaign.
However, as I was working on this book I came to
realize what an excellent opportunity it was to not only
introduce these replacement rules for players, but also
what an excellent time it was to unveil some of the
psionics that are used by the various empires in Arcanis
that are not typically played by PCs.
I also came to a realization towards the latter
stages of writing the book that since we have discarded
so much of the Core Psionics rules (and made small
changes here and there in what remains), it would be
simpler and easier for players to simply include all of the
Core Psionics rules that are still used in Arcanis within
this book as well. Thus, this book is the definitive guide
to psionics in Arcanis. Everything you need to play a
psionically active character in Living Arcanis, or indeed
a home game set in Arcanis, is contained within these
pages.
It still amazes me, as I put the last touches
on this book that I have been able to somehow fit all
of the needed rules mechanics into one book, while
including what I hope are tantalizing glimpses of some
of the empires and areas of Arcanis that players rarely
get to see. There are details of several long-lost races,
and one race that is long extinct. I have also taken the
core psionic monsters and developed places for them in
Arcanis.
I would, however, urge readers to keep in mind
that this book is designed as a starting point, a stable
platform upon which to play. This book is not designed
as an addition to the core rules, but rather as a new set
of core rules (albeit firmly based upon the original core
rules).
Finally, I would like to thank a few people,
although there are countless others who also deserve
mention that I am sure to forget. The entire crew at
Paradigm Concepts is owed my thanks, ranging from
Henry Lopez (who lets me play in his sandbox) to M.
3
INTRODUCTION ▪ Living Arcanis
Sean Molley (who spent so much time editing adventures
while I was working on this) to Pedro Barrenechea
(who ran an invaluable playtest of the rules). I want to
thank Zoe Mora for being the good friend he is, and for
providing assistance. Lastly, I want to thank my partner,
Jonathan Martin, for his support, encouragement and
understanding throughout this project; the late nights
will eventually stop, honest.
To you, the reader, I wish the very best of gaming.
Just remember: with choices come consequences.
Some of the prestige classes from the Expanded
Psionics Handbook have been changed, notably the
Slayer prestige class (called the Sansho Hunter in this
book). Many were renamed to suit Arcanis, and where
they fit into the Arcanis world.
The greatest changes will be evident amongst
the powers. Many powers were removed, and many new
powers were added. Existing powers have sometimes
had augmentation options changed, removed, or added
to create a more balanced effect.
James Zwiers
March 1, 2007
A Brief Introduction to Arcanis
Living Arcanis Approved Materials
This book, with a few notable exceptions (see below
for more details), is available immediately for use
by Living Arcanis characters. Recall, however, that a
character must still meet all the requirements to make
use of these materials. There are rarely additional
requirements in Living Arcanis, however, at the
start of each of the major sections that deals with
classes, or prestige classes, there are notes specific
to Living Arcanis on how to interpret some of the
story requirements for the classes (for example, the
Mist Wanderer class is restricted to members of the
Mourners in Silence).
There are five powers that are restricted in
the Living Arcanis campaign that exist in this book:
errant strike, psionic plane shift, quintessence, reality
revision, and shred the planes. Some of these, such as
psionic plane shift and reality revision are currently
restricted, but may become available in the future when
we make their magical counterparts (miracle, plane
shift, and wish) available.
There is one section of prestige classes, those
under the Lore of the Voiceless Ones heading, which
are unavailable to PCs because no player may have a
Voiceless One as a PC in the Living Arcanis campaign.
You may, however, still find them an intriguing read.
Finally, this book is intended as a replacement
for the Expanded Psionics Handbook, and as such the
materials in this book supersede and override those
in the aforementioned book. Refer to the campaign
website, www.livingarcanis.com, for full and complete
details on how to update your character, if required.
Changes from the
System Reference Document
Although this book is written to draw heavily upon the
Arcanis mythos and setting, it is easy to adapt these
materials to your own game, regardless of the specific
setting you are using. There are a number of races that
are mentioned throughout this book, amongst the most
notable are the Val Families and the Voiceless Ones. There
are a number of nations that are mentioned, notable is the
Coryani Empire and Milandir. Finally, there are references
here and there to the various deities of Arcanis.
The Val (Bloodlines, Bloodranks)
The Val are a race of men who were chosen during
ancient times by the gods (or their servants) to lead
and shepherd mankind. To that end they were granted
amazing powers, represented in game mechanics terms
by the Bloodline of the Val (there are currently thirteen
major bloodlines and uncounted minor bloodlines) and
the Bloodrank.
In many ways these are similar to spell-like or
psi-like abilities, where the number of them and their
strength is determined by a seventh ability score, the
Bloodrank. It is the Val alone amongst humanity who
have the necessary gifts to be able to use psionics.
For specifics of the Val race, including
bloodlines and associated powers, see the Player’s
Guide to Arcanis.
The Voiceless Ones
The Voiceless Ones are ancient beings of power who
use their minds, as they see fit, to control, corrupt and
destroy the lesser creatures of the world. These ancient
creatures are best used as the true schemers behind the
scenes, as they are master manipulators.
If you are not using Voiceless Ones in your
game, then consider allowing any race of creatures who
have a longer than normal lifespan, who also excel at
manipulation and control to use any of the materials in
this book that are normally limited to Voiceless Ones.
Further details about the Voiceless Ones,
beyond the information in this book, will be available
in the Monsters of Arcanis book.
While this book includes a vast majority of the
rules from the Expanded Psionics Handbook, it does
introduce several key changes. It would be too difficult,
and space consuming, to provide a comprehensive list
of changes; instead a partial list of changes and things
The Coryani Empire
to look for are included.
Several feats, such as the Expanded Knowledge (Legions, Legionnaires)
and Psicrystal Containment feats, are not present in this
The Coryani Empire is similar in many ways
book. These feats have replacements and were changed to the Roman Empire of antiquity. It has an Emperor,
because they were major culprits when it came to a Senate and dozens of powerful Legions. The Legions
imbalance in the existing rules.
are the true hallmark of the Empire, and represents one
4
Living Arcanis ▪ INTRODUCTION
of the greatest military forces of Arcanis.
Classes that require the Legionnaire feat, or
that are directly associated with the Legions could easily
be associated with any suitable military or paramilitary
organization in your own game. The Legions might
instead represent the standing army of the nation that
your characters are from. You can also change the
Legionnaire feat to grant different weapon and armor
proficiencies, and bonus equipment. The intent of that
feat is to represent someone who is currently serving or
has at one time served in the Legions of Coryan.
See the Codex: Arcanis for further details
about the Coryani Empire.
The Kingdom of Milandir
The Kingdom of Milandir, a close neighbor of Coryan,
uses Knights and feudal soldiers to form its armies. Its
war leaders are typically individuals of great renown
and prowess, while its soldiery are mostly conscripted
farmers.
Any feudal based society, or society in which
there are individual heroes and leaders of great renown
is a suitable replacement in another game for the
Kingdom of Milandir.
See the Codex: Arcanis for further details
about the Kingdom of Milandir.
Ssethregore
Ssethregore is the ancient, and terrible, Empire founded
by Emperor Sseth after the fall of the yet more ancient
empire that preceded it. The Empire is currently ruled
by the Dark Naga usurpers, while it was once ruled
by the still feared Ssanu, a race of serpent men from
ancient times.
You could replace the Ssethregoran Empire
with any large, alien empire. It doesn’t need to subscribe
to the same beliefs, or level of utter evil, that the
Ssethregoran Empire of Arcanis does.
See Ssethregore: In the Coils of the Serpent
Empire for more details.
The Mother Church of Coryan
(Pantheon of Man)
The Mother Church of Coryan represents the ‘official’
methods of worship in Arcanis, at least as far as anyone
connected with the Empire of Coryan is concerned. The
Patriarch of the church dictates church law, and it is
enforced by the Inquisition.
Any large religious structure can take the
place of the Mother Church, while any type of religious
Inquisition could replace the Inquisition of the Mother
Church.
Amongst the Pantheon of Man, Illiir is the
ruler of the pantheon and is known as The Defender of
Honor, the Bringer of Glory, the Light Everlasting, The
Champion of Civilization, The Patron of Rulers, The
Perfect Form, and the very sun itself as The Radiant
Orb.
Hurrian is the Defender of Man, the Champion
of Honor, the General of the Gods, the Reluctant
Warrior and is also known as the grim Storm Lord. He
is the son of Illiir and the brother of Nier.
Sarish is the binder of devils and demons, the
Oath Maker, Master of the Arcane, He Who Strides
the Planes, and the Blood God. He is one of the most
mysterious of the gods, and his clergy deal largely with
Infernals and their uses.
See the Player’s Guide to Arcanis for complete
details about the Pantheon of Man, including the
domains associated with each god.
The Ssethric Gods (Kassegore, Yig, Varn)
The Pantheon of the Ssethric races is simpler in many
ways than the Pantheon of Man.
Kassegore is the creator and the destroyer, he
is the great wyrm and the ruler of the Ssethric pantheon.
However, he is also asleep and dreaming.
Yig is reputed to be the creator of the Ssanu,
the race of serpent men who rule Ssethregore. She
is also a master of manipulation, and there are many
theories surrounding her role in the pantheon.
The Varn are a group of deities, four in all,
who have usurped with traditional Ssethric deities, in
conjunction with the temporal usurpation of their Dark
Naga worshippers.
The Silence
Oblivion, Entropy, the Absence of All. With such words
has the Silence been described. To some it is nothing
more than a tale told by thewretched in the hopes of
adding a bit of anxiety into the lives of the powerful.
To others, it is the death-knell of all exiisetnce, foretold
by diviners, prophets and madmen – a doom so horrific
that it drove the Goddess Larissa insane. Some heretics
claim that the Silence is no more than the void left by
the gods, who either left Their creations to fend for
themselves or have fled or died, leaving the accolades
and prayers of the faithful unanswered and unheard.
Still others cling to the hope that the Silence is not
merely a cosmic force of nature, but a rational entity of
god-like powers whose favor can be curried by terrible
acts performed in Its name.
The Silence is all that and more.
The mystery of the Silence is one of the great
unknowns in the Arcanis campaign and revealing
Its exact nature is not possible at this time. What is
known is that there are agencies, entities and whole
species of beings who work in the name of the Silence
or at least claim to do so. Is the Silence an actual
intelligent individual of god-like proportions or merely
a convenient blind used by some to dupe the gullible
and fearful and rally the brave and the foolish? The
answer must lie in the hands of each individual GM and
the type of story they wish to tell.
5
RITUALS OF THE MIND ▪ Val Family Psionics
Chapter One: Rituals of the Mind
Muted screams rang forth from the shanty, echoing
faintly from the surrounding hills. Yet, no help
arrived for the beleaguered within, for these screams
existed only in their minds. The observer, saddened
by the terrible costs he must endure, could only
watch as the helpless farmer and his family were
devoured by the Voiceless One.
The observer, knowing full well that the
Voiceless One knew it had been observed, fled the
horrific scene, and returned to his kind to make
another mark on their map. Hopefully, this last
sighting would let them at long last pinpoint the
home of these creatures that preyed on anything and
everything that lives.
Arcanis has many flavors of magic, and
psionics is the least well-known. Within the world
of Arcanis there are at least three distinct, known
sources of psionic power. Those sources are each
addressed below with a description of their history
and any pertinent rules that belong with that breed
of psionics in specific. There is a fourth entry for the
psionics that are used by the Holy Mother Church
of Coryan. This entry is included not because their
psionics are different than the Val family psionics,
but rather because their outlook and training regimes
are notably different. Finally, there is a small section
about other rumored sources of psionic powers.
6
so. However, the leaders within each family keep a
continuous watch over the younger members of the
family, and any who show promise are led through a
ritual of awakening. Each family has their own ritual,
but the intent of the ritual is the same regardless of
family; it awakens the latent spark within the Val’s
mind and enables him or her to use psionic powers.
It is also known, but not widely recognized, that it is
possible for a Val to become awakened under duress
without undergoing any specific ritual awakening or
training.
The various Val families each have a
different attraction to certain disciplines and classes.
The val’Virdan, for example, tend to produce more
Psychic Warriors than they do Psions, while the
val’Mehan family tends to train their members as
telepaths more frequently than anything else. While
any given family has these tendencies, they are
merely that; they are not absolutes and there are
exceptions to every rule.
The only place where exceptions do not
occur is when it comes to the elite training regimes
of the families. The val’Virdan family will not train a
non-val’Virdan as a Hunter of the Silence. The only
exceptions to these rules are the val’Holryn who are
granted an unusual benefit by the other families.
A member of the val’Holryn family may choose
to swear fealty to another family to accept their
training, if his or her bloodline powers match those
Val Family Psionics
In the years that followed the punishment of the of the family to whom he has gone for training.
Celestial Giants for their failure to shepherd the
races of men, the gods chose certain men into which Using the Val Families in Your Game
they infused the power of their Valinor. These men If you are not using the Val race itself, then consider
were the progenitors of the Val race and were tasked using these rules to govern noble families, or a race
with being guides to Mankind. They were warned of demi-humans imbued with psionic abilities.
of the past failures of other guardians, and set onto
their task.
Rituals of Awakening
Acastus val’Mehan squatted near the top Yolan val’Assante was cold. The floors of the family
of a rocky, scree-covered hill watching as the First shrine to Illiir were stone, and it was snowing
Emperor continued his battle with the Infernal Lord. outside on this cold Pallidus night. Tomorrow was
He was tired and nearly drained of his powers; yet, the equinox, and the day that his father had prepared
he knew there were a few more things he could do. him for. He wasn’t sure exactly what was going to
Rising from his crouch, Acastus walked slowly down happen, but he knew the meditation techniques and
the hill, keeping alert should there be any infernals had been taught how to focus the inner part of his
who had broken through. Finally, reaching near mind.
the battle lines he focused his mind and unleashed
The ritual of awakening that the val’Assante
a blast of energy against an encroaching band of family uses is always performed starting at dawn
infernals, shredding their flesh with dozens of tiny on the Winter Equinox. Those young members
knives formed from his will. Moments later, Acastus of the family who are being awakened spend the
was dead as an infernal stove in his head with its night before in meditation and prayer in one of the
fist.
val’Assante family shrines to Illiir.
The Val have the blood of divinities running
Dawn slowly arose, creeping across the
through their veins, and with this comes the ability to snow-laden hills and lakes of Annonica. Yolan
use psionics. Of all of the races of men, they are the was tired and shivering, but he hadn’t slept, the
sole individuals who are born with this ability. Not excitement and cold keeping him awake. His uncle,
all Val are capable of wielding psionics, indeed many Iulus, arrived shortly thereafter with a white cotton
lack the mental precision and flexibility needed to do
Rituals of Awakening ▪ RITUALS OF THE MIND
robe for Yolan to wear. He led Yolan deeper into the
family buildings, until at last they stood before the
door to Yolan’s grandfather’s study. Iulus looked
down at his nephew, “Yolan, I must leave you now.
I am not permitted to witness any further. I will see
you when you have awakened.”
The val’Assante awakening ceremony is
a private affair. The only people present are the
individual to be awakened and one of the most
powerful psions of the family. The exact individual
who does the awakening is always concealed from
everyone within the family. This is because not
all individuals who are chosen to be awakened are
ready, or even able. When the ritual is attempted
on those individuals, the failure typically results
in the death of the individual being awakened. The
anonymity of the psion who performs the awakening
is essential to ensure peace amongst the family.
Entering the study, Yolan looked upon the
familiar room with its large chairs gathered in front
of the fireplace. The walls were dark with bookcases,
filled with old and new books, and the floor was a
dark, polished wood. A thin smoke filled the room,
wafting as Yolan moved into the room, closing the
door behind him at a gesture from the robed and
hooded figure seated in the one chair.
Yolan, feeling oddly peaceful, moved
forward to sit in the second chair. When he was
finally seated, the robed figure spoke, her voice a
sibilant whisper, “Yolan. Today we open your eyes
to new things, and show your mind a new world. Are
you prepared to undergo this journey, and do you
understand the risks?”
Yolan nodded, recalling the instructions and
learning that his tutors have drilled him in for the
past six months.
The val’Assante, like many other Val
families, use various incense to help relax and soothe
the mind while they are performing the awakening
ritual. The individual to be awakened is always
given the choice themselves if they want to undergo
the ritual; they are given a complete understanding
of the involved risks.
The robed figure motions for Yolan to come
forward and he does, kneeling in front of her. She
reaches forward with her hands, and holds his head.
Nothing seems to happen, until Yolan cries out in
pain, clutching at his head. She sits back in her
chair, and watches as Yolan writhes on the floor in
pain.
Within Yolan’s mind images and figments
flash. The pain is incredible, yet, eventually his
training takes hold, and he calms his mind. As he
does so, his eyes turn clear beneath their brine
coating of tears.
The robed figure stands, helping Yolan to
his feet. Embracing him, she pulls back her hood,
revealing his mother. She smiles, “Welcome to the
family, Yolan. Come downstairs and join us. The
others are waiting. The next stage of your training
can wait until at least tomorrow.”
The final stage of the ritual of awakening is
extremely painful, as parts of the Val’s brain change
under the released flood of psionic power. Those
who cannot remember how to master the pain are
crushed by this flood, and either die or lose their
mind.
A Val who is to be awakened must make a
Wisdom check each round, or suffer 4 Intelligence
damage (dying if his or her Intelligence reaches 0).
The DC for this Wisdom check is 10 + one per class
level (total class levels are used here; it is perfectly
acceptable for this DC to be 10). The Val receives
their Wisdom bonus plus their blood rank plus one
if they have one or more ranks in Concentration.
Once they have made one successful check, they
have been awakened and the accruing damage stops.
The Val now has clear eyes and the ability to have a
power point reserve (and thus gains the bonus power
points afforded to psionically active Val).
The specific mechanics for awakening a
Val are not used in Living Arcanis; it is assumed
that PCs who wish to be awakened succeed at their
Wisdom check before they perish.
Ssethregoran Psionics
In the eons before the coming of man, many empires
rose and fell. One of those empires is the Empire
of Yhassremore; an empire whose descendants
still live on within the Ssethregoran Empire. The
ancient empire of Yhassremore was powerful, and
amongst its citizens were counted the most potent
and knowledgeable sages of that age.
Ss’kanth was bored; his agents had lied
when they claimed these annoying creatures, barely
the size of a hatchling, wielded fantastic powers. He
had been observing them for the better part of eight
hours, and nothing had happened. The creatures
just sat there, yammering at each other in what he
presumed was some inferior and ultimately flawed
language. Eventually, growing hungry, Ss’kanth left
in search of sustenance and entertainment.
Ss’kanth returned several hours later, sated
as only a Ssanu can be sated. Upon returning
to his observations of the captured creatures, he
noted something peculiar. A faint rippling glow
was suffusing the prison where he was keeping the
creatures. Perplexed, for this was a new phenomenon,
he moved closer. Howling in pain, Ss’kanth reeled
backwards, his mind confused and injured by a
sudden pain.
Historians cannot agree on the details, but
one thing is certain. The Ssanu of Yhassremore
exterminated the Sansho from the face of Onara,
fearing their unusual mental powers. However, some
Ssanu realized that if they could find the source of
the Sansho’s power, that perhaps they could utilize it
themselves.
7
RITUALS OF THE MIND ▪ Psionics of the Silence
It came to pass that the Ssanu discovered the
source of the power within the brains of the Sansho
and successfully implanted that portion of the brain
into their own. They further changed themselves
such that their own brains now develop this gland
on their own, enabling all Ssanu to study psionics if
they desire to.
8
However, that is not true when manifesting
preternatural psionic powers. Spell resistance does
not protect as well against preternatural psionics.
When determining the effects of spell
resistance on a preternatural psionic effect, reduce
the spell resistance by 10 before making the psionic
penetration check. If the spell resistance is reduced
to 0 then no penetration check is necessary; it is not
Psionics of the Silence
possible to reduce spell resistance below 0. Power
The warm fluids coursed down his parched throat resistance affects preternatural psionics as normal.
as he extracted the still-living brains of the foolish
men who had settled here. He knew that someone Detection Methods
was watching, and that was good. Those foolish Val Normal psionic effects and magical effects are
had been trying to track him for months now, and he transparent for the purposes of detection spells,
was allowing it. What fools to assume that he would such as detect magic. However, that is not true for
be unaware. They were walking right into a trap a preternatural psionic powers.
decade in the making.
Preternatural powers and effects can only
It was perfect; they would descend en masse be detected using the psionic power, detect psionics.
to attack him, understanding at least that they could Similarly, when detect psionics is manifest as a
not destroy him on their own. However, he would not preternatural power, it cannot detect magic effects,
be alone as they thought; his brothers and sisters but it can detect normal psionic effects.
waited patiently for him to finish his part, and spring
the trap.
There are many different servants of the Counterspell & Counter-Manifesting
Silence, ranging from the Obnu-il to the Voiceless Normally, a psionic effect can be used to counter
Ones. If any hierarchy exists within the Silence, it is another psionic effect of the same type or discipline
not apparent to outsiders. What is known is that they (just like with spells). Similarly, dispel psionics can
make use of a type of psionics that is vastly different be used to counter powers, just like dispel magic can
from all others; this type of psionics is usually be (see Chapter VI for details of these additional
rules).
referred to by sages as preternatural psionics.
Most Val will go out of their way to destroy Preternatural powers and effects can only be
creatures they discover who are using preternatural countered by dispel psionics (regardless of source),
psionics, as the use of such power is an absolute or other preternatural powers. Normal psionic powers
indicator, in their view, that the individual using the or non-psionic effects cannot be used to counter a
preternatural power.
power is an agent of the Silence.
The true goals of the Silence, and the extent
of its plans are not known, but it is known that there Areas where Psionics and Magic Don’t Work
are agents of the Silence amongst nearly every Dead magic areas, dead psionics areas, antimagic
culture. What is known is that the Silence is not of shell, and null psionics field normally all prevent
Onara, for its psionic powers do not stem from the both psionic powers and magical spells from
same power source as all others do.
functioning (as well as supernatural, spell-like and
psi-like abilities).
Preternatural Psionics: A Marked Difference
Preternatural psionics continue to function
The psionics that is used by the Silence is of a different as normal in dead magic and antimagic shell
nature from the psionics that the Ssethregoran Empire areas. Dead psionics areas and null psionics field
and the Val families use. Preternatural psionics, as both prevent their use as normal. A preternaturally
the psionics of the Silence are called, do not follow manifest null psionics field blocks all psionic abilities
the same rules as normal magic. This causes them to and effects but does not block magic spells and
interact in different ways from normal psionics.
effects.
To explain the differences it is critical to
look at four different facets, each detailed below.
The clarifications and rules presented below are used Psionics in the Holy Mother
Church of Coryan
in Living Arcanis.
Laen val’Holryn was nervous. Today was his final
examination before he was granted entrance into the
Power & Spell Resistance
Normal psionics are equally resisted by power ranks of the Inquisition. The other four examinations
resistance and spell resistance; that is, a creature over the past three years had been conducted by
with spell resistance is also considered normally to relatively low-ranked inquisitors; this examination
was being conducted by Inquisitor-General Aeneas
have power resistance of an equal amount.
val’Assante. Laen had heard of the man, but then
Psionics in the Holy Mother Church of Coryan ▪ RITUALS OF THE MIND
who hadn’t heard of the man who crushed King
Noen’s soul shard, declaring him a heretic, at the
end of the Battle of Solanos Mor? Still, he was
nervous, for Aeneas val’Assante was not a man to
be trifled with.
Finally, he was granted admission into
the inner chambers of the Inquisition Fortress,
where Aeneas val’Assante was patiently waiting,
wearing his resplendent suit of burnished plate
mail, emblazoned with holy symbols of Sarish and
Illiir. His gaze roamed over Laen as the young man
entered the room and advanced to kneel before the
Inquisitor-General.
Several hours pass during which Aeneas
questions the young man on matters of faith, honor,
compassion, and truth. Eventually he rises and bids
Laen to do the same, “Laen val’Holryn, you have
completed your training, and are now accepted
into the ranks of the Inquisition Legions. Rise and
join your brother Legionnaires, but know that you
have ties that bond you beyond those of brotherhood
within the Legions. You are now a member of this
Inquisition and are expected to uphold those virtues
we espouse, and report to me on any matters that are
worthy of the Inquisition’s attention.”
There are two sides to the Inquisition.
There is the public face that they present, led by
Aeneas val’Assante. Aeneas is not only a highranked Inquisitor, but also the General of the Legio
Lex Talionis, a Coryani legion which is attached to
the Inquisition at the orders of Emperor Calcestus
val’Assante. However, the Inquisition also has
various members and servants scattered throughout
the Legions of Coryan and beyond into other
public organizations, such as the Shining Patrol of
Altheria.
Most of the psionics training that occurred
within the Holy Mother Church of Coryan fell under
their purview, as they make extensive use of psionics
to root out heresy and other mistruths. However,
there are now two other groups who also make use
of psionics; the Brotherhood of Shadow, a cadre
of assassins who are affiliated with the val’Borda
family, and the Righteous Order of the Divine
Shield, an ancient order of pilgrim-warriors that has
only recent re-emerged due to the awakening of the
order’s ancient mentagi.
Individuals who are trained by the Mother
Church are typically trained from birth. Most Val
who dedicate their lives to service to the Mother
Church in this manner are not awakened by their
families, but simply grow into it through extended
meditation and prayer within the sanctified halls of
the Mother Church.
Other Sources of Psionics
Beyond the Val race, the Ssethregorans, and the
Silence, there are other small sources of psionic
power that are not widely known within the Coryani
Empire and the surrounding area. Some small notes
are presented below for the more significant of those
groups.
The Ancient Races
It is known that several ancient races use psionics.
Amongst these races are the Issori, who have long
been eradicated by the Ssethregorans, and the Il’huan
who were believed to be extinct. Lore, long-held to
be the truth, spoke of wars committed by the Elorii
under the command of their Ssethric masters. These
wars eradicated thousands of creatures, including
several races. Until recently, it was assumed that
their extermination was complete. The return of the
Il’huan at the Battle of Enpebyn is proof that the
races once considered exterminated by the Elorii,
may not be completely destroyed.
Within the Sealed Lands
The Brood of Caneturec within the Sealed Lands is
known to be capable of using psionics. Scholars are
mystified by this development; however, there are
two radical schools of thought on this matter. One
claims that the Caneturec must be a fallen Valinor
who is still able to pass on some of his divine blessing
to his followers; while the other camp claims that the
Brood must be servants of the Silence. No evidence
exists to back, or counter, either claim.
The Ul of Khitan
The far-flung lands of Khitan are home to many
different people, but amongst them are the Ul. Like
Val, the Ul are descended from Valinor and are
capable of using psionics. It is presumed by scholars
in Coryani and Altheria that the Khitani Ul must also
use an awakening ritual of some sort. However, that
has never been verified. To this day, the nature of the
Ul remains something of a mystery to anyone who
does not live within Khitan.
Dar Zhan Vor
Dar Zhan Vor is a land of mystery, into which all
attempts to probe have met with disappearance,
usually presumed to be death. It is reputed that
psionics are used within Dar Zhan Vor. However, the
veracity of this claim is only upheld by a few rare
relics, and scholars cannot even agree that the items
in question did originate within Dar Zhan Vor.
9
CORE CLASSES ▪ Core Mechanics
Chapter Two: Core Classes
How To Determine Bonus Power Points: Your key
ability score grants you additional power points equal
The following rules are relevant to both core classes to your key ability modifier x your manifester level
x1/2. Table 2-1: Ability Modifiers and Bonus Power
and the prestige classes presented in Chapter IV.
Points shows these calculations for class levels 1st
through 20th and key ability scores from 10 to 41.
The Power Point Reserve
Psionic characters fuel their abilities through a pool,
or reserve, of power points. Your power point reserve Random Starting Gold
is equal to your base power points gained from your Table 2-2: Random Starting Gold
class, bonus power points from a high key ability Class
Amount (Average)
score (see Abilities and Manifesters, below), and any
4d4 x10 (100 gp)
additional bonus power points from sources such as Mist Wanderer
Occisor
5d4 x10 (125 gp)
your character race and feat selections.
Psion
3d4 x10 (75 gp)
Psychic
warrior
5d4 x10 (125 gp)
Multiclass Psionic Characters
If you have levels in more than one psionic class, you Rhi’zen
4d4 x10 (100 gp)
combine your power points from each class to make Soulknife
5d4 x10 (125 gp)
up your reserve. You can use these power points to Swamp Lord of Pit Sseth
4d4 x10 (100 gp)
manifest powers from any psionic class you have.
4d4 x10 (100 gp)
While you maintain a single reserve of power points Wilder
Core Mechanics
from your class, race, and feat selections, you are still
limited by the manifester level you have achieved with Servants of Man
Amongst the various nations of man, several different
each power you know.
types of psionic training exist. In Coryan, the Legio
Anguis Reptatus has been fostering the development of
Abilities and Manifesters
a new type of psionic training, training that emphasizes
The ability that your powers depend on—your key
the use of shadows and deceit. In far-flung Mhyricia,
ability score as a manifester—is related to what psionic
the val’Sungha have perfected their own style of
class (or classes) you have levels in: Intelligence
training, the psionic duelists, the Rhi’zen.
(mist wanderer, psion, swamp lord), Wisdom (psychic
In Living Arcanis, Val PCs may undertake training in
warrior, rhi’zen), and Charisma (wilder). The modifier
the Occisor class, although this does require current
for this ability is referred to as your key ability modifier.
or past membership in the Legio Anguis Reptatus and
If your character’s key ability score is 9 or lower, you
the allegiance to Coryan that entails. Val PCs may be
can’t manifest powers from that psionic class.
trained by the val’Sungha in the Rhi’zen technique,
Just as a high Intelligence score grants bonus
although Val PCs who are not val’Sungha must swear
spells to a wizard and a high Wisdom score grants
allegiance to the val’Sungha, forsaking their own
bonus spells to a cleric, a character who manifests
family in the process.
powers (mist wanderers, psions, psychic warriors,
rhi’zens, swamp lords, and wilders) gains bonus power
points according to his key ability score. Refer to Table
2-1: Ability Modifiers and Bonus Power Points.
Table 2-1: Ability Modifiers and Bonus Power Points
Ability
———————–—————–——— Bonus Power Points (by Class Level) ——–––——————–—————
Score
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th
10–11
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
12–13
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
14–15
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
16–17
1
3
4
6
7
9
10 12 13
15
16
18
19
21
22
24
25
27
28
18–19
2
4
6
8
10
12
14 16 18
20
22
24
26
28
30
32
34
36
38
20–21
2
5
7
10
12
15
17 20 22
25
27
30
32
35
37
40
42
45
47
22–23
3
6
9
12
15
18
21 24 27
30
33
36
39
42
45
48
51
54
57
24–25
3
7
10
14
17
21
24 28 31
35
38
42
45
49
52
56
59
63
66
26–27
4
8
12
16
20
24
28 32 36
40
44
48
52
56
60
64
68
72
76
28–29
4
9
13
18
22
27
31 36 40
45
49
54
58
63
67
72
76
81
85
30–31
5 10 15
20
25
30
35 40 45
50
55
60
65
70
75
80
85
90
95
32–33
5 11 16
22
27
33
38 44 49
55
60
66
71
77
82
88
93
99 104
34–35
6 12 18
24
30
36
42 48 54
60
66
72
78
84
90
96
102 108 114
36–37
6 13 19
26
32
39
45 52 58
65
71
78
84
91
97
104 110 117 123
38–39
7 14 21
28
35
42
49 56 63
70
77
84
91
98
105 112 119 126 133
40–41
7 15 22
30
37
45
52 60 67
75
82
90
97
105 112 120 127 135 142
10
20th
0
10
20
30
40
50
60
70
80
90
100
110
120
130
140
150
Occisor ▪ CORE CLASSES
Occisor
The Legio Anguis Reptatus have always been somewhat
different than other legions. While other legions may
march in formation, parade, and generally appear as
a legion should, the Legio Anguis Reptatus do none of
that. When they do take to the field it is as a motley
band of misfits; yet, for their lack of normal discipline
and prowess, they are rightfully feared. Within their
ranks are powerful mages and psions. However, it is
not what is to be seen within their ranks that should be
feared. It is what cannot be seen. It is the Occisor of
the Legio Anguis Reptatus that one should fear when
facing them.
~ Goerhald Faerwalden, Knight-Captain of Antweld,
Milandir
The Occisor of the Legio Anguis Reptatus are experts
at stealth. While they have before been used to take out
enemy commanders, more often their task is to gather
information and perform reconnaissance in areas of
high risk.
The Legio Anguis Reptatus, or the Legion of
the Creeping Asp, is well known for their unorthodox
and downright unscrupulous activities. However, that
is merely the methods that they allow others to see.
The activities that they do not want public are typically
performed by the Occisor and include infiltration of
other Legions, infiltration and espionage within other
countries, and similar activities.
However, the abilities of the Occisor do not
come without a cost, for over time they sacrifice more
and more of themselves to their art, until eventually
they become the shadows that they hide within.
Table 2-3: The Occisor
Class
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Rumors persist outside the Legio that the
Occisor are trained by a renegade member of the
val’Borda family; although if there is any truth behind
that claim, it is unproven. The val’Borda family has
remained suspiciously silent on the matter, although
that may indicate they are merely investigating the
rumors as well.
Abilities: The key abilities for an Occisor are
Dexterity and Strength, as their stealth and combat skills
rely on those abilities. Constitution and Intelligence are
also useful to the Occisor.
Multiclassing: Occisors may freely multiclass;
however, many Occisors enter the Centurion prestige
class (see the Player’s Guide to Arcanis).
Class Requirements
Race: Must be a psionically active Val.
Alignment: Must be non-Good
Special: Must be a member of the Legio Anguis
Reptatus.
Hit Die: d6
Class Skills
The Occisor’s class skills (and the key ability for each
skill) are Autohypnosis (Wis), Balance (Dex), Bluff
(Cha), Climb (Str), Concentration (Con), Craft (Int),
Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str),
Knowledge (Local) (Int), Knowledge (Psionics) (Int),
Listen (Wis), Move Silently (Dex), Profession (Wis),
Search (Int), Sense Motive (Wis), Spot (Wis), Tumble
(Dex), and Use Psionic Device (Cha).
Skill Points at 1st level: (6 + Int) x 4
Skill Points at Each Additional Level: 6 + Int
Special
Shadow Blade, Legionnaire, Wild Talent
—
Sneak Attack +1d6, Eyes of Darkness (30 ft.)
Shadow Blade (+1), Evasion
Free Draw, Shadow Sculpting
Shadow’s Loving Embrace (I)
Sneak Attack +3d6, Uncanny Dodge (Dex to AC)
Shadow Blade (+2)
Hide in Plain Sight
Eyes of Darkness (magical)
Sneak Attack +5d6, Shadow Jump (100 ft.)
Shadow Blade (+3), Rapid Shadow Sculpting
Shadow’s Loving Embrace (II), Shadow Jump (200 ft.)
—
Sneak Attack +7d6, Shadow Jump (300 ft.)
Shadow Blade (+4)
Shadow Jump (400 ft.)
Tendrils of the Night
Sneak Attack +9d6, Shadow Jump (500 ft.)
Into the Dark, Shadow Blade (+5), Shadow’s Loving Embrace (III)
11
CORE CLASSES ▪ Occisor
Class Features
Wild Talent (Ex): At 1st level, the Occisor gains the
Wild Talent feat as a bonus feat. This feat provides the
Occisor with the psionic power needed to materialize
his shadow blade (although he still gains all the
benefits of the feat, including the ability to hold a
psionic focus).
Weapon and Armor Proficiency: The Occisor is
proficient with all simple weapons and the following
additional weapons: longbow, scimitar and shortbow.
The Occisor is proficient with light armor and shields
(including tower shields). The Occisor is also proficient
with the Gladius, Pila (Light and Heavy) and with
Lorica Segmentata. The Occisor is fully proficient Sneak Attack (Ex): If an Occisor can catch an opponent
with the Gladius and Lorica Segmentata, including the when he is unable to defend himself effectively from
portions of those items that require exotic proficiency. her attack, she can strike a vital spot for extra damage.
The Occisor’s attack deals extra damage any
Shadow Blade (Su): The trademark of the Occisor is time her target would be denied a Dexterity bonus
the midnight-black gladii that they wield. As a move to Armor Class (whether the target actually has a
action, the Occisor may fashion a semi-solid blade of Dexterity bonus or not), or when the Occisor flanks
solid shadow and psychic energy. To do so requires her target. This extra damage begins at +1d6 at 3rd
a patch of shadow of sufficient size to hide his hand level, increasing by +2d6 for each four Occisor levels
within while drawing forth the blade (suitable patches thereafter (reaching a maximum of +9d6 at 19th level).
include those cast by the Occisor’s cloak). Once the Should the Occisor score a critical hit with a sneak
blade is summoned it remains, regardless of subsequent attack, this extra damage is not multiplied.
Unlike the rogue ability of the same name,
changes in lighting.
The shadow blade is identical in all respects an Occisor’s sneak attack may not be to make ranged
to a gladius of appropriate size for the Occisor, with sneak attacks, or sneak attacks that deal non-lethal
the exception that it is crafted from solid shadow and damage. Should the Occisor take levels in a class that
psychic energy. If the Occisor changes size while grants sneak attack that allows ranged sneak attack or
his shadow blade is manifest, then his shadow blade the ability to deliver non-lethal damage with sneak
also resizes to match. A shadow blade is considered attacks, then she may apply those abilities to her
a normal weapon for the purposes of feats and other Occisor sneak attack (effectively allowing the two
abilities. An Occisor gains the usual benefit to attack sneak attack abilities to stack).
An Occisor can only sneak attack a living
and damage rolls from a high Strength score. Powers or
spells that upgrade weapons can be used on a shadow creature with a discernable anatomy – constructs,
incorporeal creatures, oozes, plants, and undead lack
blade.
The shadow blade can be broken (it has vital areas to attack. Any creature that is immune to
hardness 10 and 10 hit points), however, the Occisor critical hits is not vulnerable to sneak attacks. The
can reform the blade as a move-action. The moment Occisor must be able to see the target well enough to
that a shadow blade leaves the Occisor’s grasp it pick out a vital spot and must be able to reach such a
instantly is returned to shadow, and becomes nothing. spot. An Occisor cannot sneak attack while striking a
A shadow blade is considered to be magical for the creature with concealment or striking the limbs of a
creature whose vitals are beyond reach.
purpose of bypassing damage reduction.
An Occisor’s shadow blade improves as the
Occisor attains higher levels. At 4th level and every four Eyes of Darkness (Su): At 3rd level, the Occisor is
levels thereafter, the shadow blade gains a cumulative sufficiently attuned to shadows that they can no longer
+1 enhancement bonus on attack and damage rolls (+2 conceal secrets. The Occisor gains darkvision with
at 8th level, +3 at 12th level, +4 at 16th level and +5 at 30 foot range. Additionally, he retains the ability to
distinguish color while in shadow.
20th level).
At 10th level, the Occisor’s connection with
Even in places where magic and psionic
shadow
has
strengthened such that he can now see
effects do not normally function (such as within an
antimagic or null psionics field), an Occisor can through magical darkness effects and is no longer
attempt to maintain his shadow blade by making a subject to their vision impairment.
DC 20 Will save. On a successful save, the Occisor
maintains his shadow blade for a number of rounds Evasion (Ex): At 4th level and higher, an Occisor can
equal to his class level. On an unsuccessful save, the avoid even magical and unusual attacks with great
shadow blade immediately dissipates. As a move action agility. If she makes a successful Reflex saving throw
on his next turn, the Occisor can attempt a new Will against an attack that normally deals half damage on a
save to rematerialize the shadow blade (lasting for a successful save, she instead takes no damage. Evasion
can be used only if the Occisor is wearing light armor,
number of rounds equal to his class level).
no armor, or Lorica Segmentata. A helpless Occisor
Legionnaire (Ex): At 1st level, the Occisor gains does not gain the benefits of evasion.
the Legionnaire feat as a bonus feat. They must be
members of the Legio Anguis Reptatus, but otherwise Free Draw (Su): At 5th level, the Occisor may draw
their shadow blade as a free action instead of a move
receive the full benefits of the feat.
action. The Occisor may still only make one such
attempt per round.
12
Occisor ▪ CORE CLASSES
Legionnaire Armaments
Name
Gladius 1
Pila, Heavy 1 2
Pila, Light 1 2
Cost
20 gp
5 gp
3 gp
Damage
1d8
1d8
1d6
Legionnaire Weapons
Critical
Range Increment
19-20/x2
x2
10 ft.
x2
20 ft.
Weight
5 lb.
5 lb.
3 lb.
1 This weapon has special rules or abilities. See the weapon’s description for details.
2 This weapon inflicts double damage when a readied action is used to hit a charging opponent.
Type
P
P
P
Gladius (Light, Martial / Exotic)
Description: The gladius has a double-edged blade and a strengthened tip. The grip is made of wood,
bone, or ivory, and is topped with a rounded pommel. The entire sword is roughly 2 ½ feet in length.
History: The gladius is the standard weapon of the Coryani Legions. Though this weapon has been in
service for well over a thousand years, it is still considered among the best on Onara.
Special: Even though this weapon is considered light, Weapon Finesse may not be used with it. If the
Exotic Weapon Proficiency (gladius) feat is taken, then a character may utilize the Power Attack feat with the
gladius and may also use it as a slashing weapon.
Pila, Heavy (Ranged, Martial)
Description: This weapon is a slightly heavier version of the light pila. It has a shorter range, but does
more damage. This weapon is commonly issued to the regular legions.
Pila, Light (Ranged, Martial)
Description: The pila are quite unique in design. Although a pilum can function as a spear or melee
weapon, it is designed to warp after impact in hopes that it will drag down an enemy’s shield, sometimes pinning
two of them together. The average pilum is 6 feet long and has a barbed iron shaft connected to a wooden pole in
a weighted socket. A lead ball is usually added to further increase the throwing distance.
History: This weapon was developed during the phalanx days of warfare to counter the all-too-commonly
encountered shield wall. This weapon was designed as a means to open gaps in the shield walls of the enemy, and
it is still used today, often issued to the Coryani auxiliārius.
Special: As a ranged or melee attack, this weapon may be used to sunder a shield. To hit the shield, the
attack must hit the item as described under the “Attack an Object” rules in Core Rulebook I. If the attempted sunder
is a ranged attack, it does not provoke an attack of opportunity against the attacker unless the defender is able to
reach the attacker with his weapon. On a successful hit, the pilum does double damage against the shield. If the
damage overcomes the shield’s hardness, the pilum sticks into the shield, causing the bearer significant problems.
Shields sundered in this manner suffer an additional –10 armor check penalty, lose one-half their protective (armor)
value, and the bearer suffers an additional +20% arcane spell failure chance. Discarding a shield that has been
sundered by a pilum is a move-equivalent action. The pilum is destroyed on any successful sunder attempt. The
Improved Sunder feat does work in conjunction with this weapon.
Shadow Sculpting (Su): At 5th level, the Occisor gains
the ability to control the primal forces of darkness. She
may shape nearby shadows into solid objects that she
can use and wield.
The Occisor may control a number of units
of shadow material equal to double her class level.
These units may be used to craft weapons, armor or
other minor items. The latter may mimic anything
that the minor creation spell can create and cost 1 unit
each. All shadow-sculpted items dissipate immediately
upon leaving the Occisor’s person. Sculpting a shadow
object requires one full-round per unit of shadow
material used to create the item.
The Occisor may create the following
weapons and armor (with the number of units needed):
gladius (4), longsword (4), bastard sword (8), lorica
segmentata (8), tower shield (8) and pila (light or
heavy) (4). Weapons may be made masterwork for
2 units, and armor may be made masterwork for 1
unit; it is not possible to create greater masterwork
shadow-sculpted items. Shadow-sculpted weapons
and armor are considered to be weapons and armor
for the purposes of spells, powers, and other effects
that target weapons and armor (such as the greater
magic weapon spell). All shadow-sculpted items have
hardness 10, and 2 hit points per unit used to create
the item. Shadow-sculpted armor has no armor check
bonus, and no maximum Dexterity bonus to Armor
Class. Shadow-sculpted items weight the same as their
normal counterparts.
Shadow-sculpted items may be carried into
areas where magic and psionics work; however, they
follow the same rules as the shadow blade does. The
Occisor’s shadow blade ability does not consume units
of shadow material.
Shadow’s Loving Embrace (Su): At 6th level, the
Occisor begins to draw shadows around herself without
realizing it. This effect is magnified if the Occisor is
wearing shadow-sculpted armor.
The Occisor gains a +5 competence bonus to
Hide and Move Silently checks made while wearing
13
CORE CLASSES ▪ Occisor
Name
Cost
Armor
Bonus
Lorica Segmentata 300 gp +5
Legionnaire Armor
Max. Armor
Spell
Dex
Chk. Pen.
Failure
+5
-3
25%
Speed
30 ft.
30 ft.
20 ft.
20 ft.
Weight 1
25 lb.1
1 The listed weight figure is for armor sized to fit Medium characters. Armor designed for Small characters weighs
half as much as the listed value and armor fitted for a Large character weighs twice the listed value.
Lorica Segmentata (Medium, Exotic)
Description: The armor of the finest and best-equipped Coryani legions, lorica segmentata has seen many
improvements during its 300 years of outstanding service to the Empire. This armor is arguably the finest armor on
Onara for the common soldier. Though lacking the heavy full-body protection of true plate armor, lorica segmentata
is maneuverable and light, allowing for the greatest possible balance between movement and protection. This
armor consists of steel plates bent and molded around the chest and shoulders, then linked together with steel
mail worn beneath. Steel arm and leg greaves complete the kit. This armor is built for maximum protection and
maneuverability.
Special: Unlike other Exotic Armors, lorica segmentata may be worn by anyone with the Medium Armor
Proficiency feat. However, if the wearer does not possess the Exotic Armor Proficiency (lorica segmentata) feat,
his base speed is reduced by 10 feet and he suffers an additional –2 armor check penalty (for a total of –5).
Lorica segmentata is Medium armor; this does not change if the wearer has the appropriate Exotic Armor
Proficiency feat. When it is made of Mithral (or any other material that reduces its effective armor category), this
armor is treated as Light armor, but it still requires Medium armor proficiency to wear and the armor’s base speed
does not change (the armor already does not reduce the wearer’s speed).
A wearer who does not have the Exotic Armor Proficiency still suffers the additional –2 armor check
penalty even if the armor is made of a material or has some quality that reduces its base armor check penalty. The
increase simply applies to whatever that particular suit of armor has as its base armor check penalty. Base armor
check penalties can never be reduced below zero, so a non-proficient wearer has an armor check penalty of no better
than –2 regardless of the armor’s construction.
shadow-sculpted armor; she gains half this bonus
(round down) if she is wearing non-shadow-sculpted
armor or no armor.
Each seven levels hereafter, the above bonus
increases by +5 (to a maximum of +15 at 20th level).
Uncanny Dodge (Ex): Starting at 7th level, an Occisor
can react to danger before her senses would normally
allow her to do so. She retains her Dexterity bonus to
Armor Class (if any) even if she is caught flat-footed or
struck by an invisible attacker. However, she still loses
her Dexterity bonus to AC if immobilized.
Hide in Plain Sight (Su): At 9th level, an Occisor can
use the Hide skill even while being observed. As long
as she is within 10 feet of some sort of shadow, an
Occisor can hide herself from view in the open without
anything to actually hide behind. She cannot, however,
hide in her own shadow.
Shadow Jump (Su): At 11th level, an Occisor gains the
ability to travel between shadows as if by means of a
dimension door spell. The limitation is that the magical
transport must begin and end in an area with enough
shadow to grant concealment. An Occisor can jump
to a total of 100 feet each day in this way; this may be
a single jump or multiple jumps whose total distance
does not exceed 100 feet. Individual jumps, regardless
of the distance moved, count as at least a 10-foot
increment (thus shadow jumping 5 feet counts as 10
feet of jump towards the total distance each day).
For every two class levels beyond 11th level,
the Occisor may jump 100 feet further each day (to a
14
maximum of 500 feet each day at 19th level).
When an Occisor (or any other character with
Shadow Jump) uses this ability, he opens a portal into
the Shadow Realm, a place inhabited with strange and
terrible creatures. Some of the inhabitants of that dread
realm may make the most of this opportunity and tag
along for a free ride back to the Material Plane. With
each jump, the Occisor risks the chance that one of
these denizens of shadow may follow him through.
One round after the Occisor shadow jumps, the GM
should roll 1d20. On the result of 2 or higher, no
creatures have followed the Occisor; on the result of a
natural 1, roll d% and consult the table below (unless
a published adventure or scenario indicates otherwise).
These creatures are not under the Occisor’s control.
Depending on the circumstances of their arrival, they
may or may not immediately attack.
01-50%
51-99%
100%
1d4 Shadow Mastiffs
1d4 Shadows
1 Greater Shadow
Rapid Shadow Sculpting (Su): At 12th level, an
Occisor may use the Shadow Sculpting ability as a
full-round action, regardless of the number of units
being used.
Tendrils of the Night (Sp): At 17th level, the Occisor’s
journey into shadow is nearly complete. Once per
day, the Occisor may summon forth raw shadow and
darkness to ensnare creatures. Treat this as a black
tentacles spell, with the following changes. The area
that the spell is affecting must be within shadowy
Psion ▪ CORE CLASSES
illumination (or lower illumination); if it is not then
the spell does not function. Furthermore, any bright
light will dispel the effect with a successful caster level
check. The caster level for this effect is the Occisor’s
class level. The Occisor is immune to her own Tendrils
of the Night.
Hit Die: d4
Class Skills
The psion’s class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Knowledge
(all skills, taken individually) (Int), Profession (Wis),
and Psicraft (Int). In addition, a psion gains access to
additional class skills based on his discipline:
Seer (Clairsentience): Gather Information (Cha), Listen
(Wis), and Spot (Wis).
Shaper (Metacreativity): Bluff (Cha), Disguise (Cha),
and Use Psionic Device (Cha).
Kineticist (Psychokinesis): Autohypnosis (Wis),
Disable Device (Dex), and Intimidate (Cha).
Egoist (Psychometabolism): Autohypnosis (Wis),
Balance (Dex), and Heal (Wis).
Nomad (Psychoportation): Climb (Str), Jump (Str),
Ride (Dex), Survival (Wis), and Swim (Str).
Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha),
Gather Information (Cha), and Sense Motive (Wis).
Into the Dark (Ex): At 20th level, the Occisor’s journey
into shadow is complete. The Occisor’s type changes to
Outsider, with the appropriate Augmented subtype. He
also gains the Native subtype. Do not recalculate base
attack, saves, or skills due to this change. As a Native
Outsider, the Occisor must still eat and sleep; however,
their Darkvision does increase to 60 feet. With this
change comes several other benefits and penalties.
The Occisor is now overly sensitive to bright
light, suffering a –4 penalty to attack rolls, skill checks,
saves, and ability checks while within bright light.
However, in any other lighting conditions the Occisor is
surrounded by dense shadow. In shadowy illumination
the Occisor has 20% concealment. In total darkness Skill Points at 1st level: (2 + Int) x 4
the Occisor has 50% concealment (even to others who Skill Points at Each Additional Level: 2 + Int
can see in darkness) and receives a +1 morale bonus to
attack rolls and saves against fear.
Class Features
All of the following are class features of the psion.
Psion
“From the depth of the ages flows a focus, a certain
power of the mind. In each age there have been those
who learn to tap into this flow, this well-spring of
power. Those who do so are known as psions, yet, each
sees the power in a different way. Thus, in the ages that
have come and passed, man and beast alike have come
to know the different disciplines of psionic energy.
Understand that the secrets that you learn have been
held by countless thousands before you, back into the
ancient depths of the past where even memory fails to
take us.”
~ Lycaon val’Inares, Address to the assembly of
awakened val’Inares
The psion is one of the staples of psionics, and
is far from limited solely to the Val families. Indeed,
the psion methods have existed for countless ages and
remain largely unchanged. Thus, any creature capable
of using psionics can gain training in the psion class.
Some races, or groups within specific races,
may only know certain disciplines or may favor some
disciplines over others. For example, the val’Virdan
family tends to favor the Psychokinesis discipline,
while the val’Mehan family tends to favor the Telepathy
discipline.
Abilities: The key ability for a psion is
Intelligence. A good Constitution is also useful, as is a
good Dexterity.
Multiclassing: Psions may freely multiclass.
Class Requirements
Race: Any psionically active creature.
Alignment: Any.
Weapon and Armor Proficiency: Psions are proficient
with the club, dagger, heavy crossbow, light crossbow,
quarterstaff, and shortspear. They are not proficient
with any type of armor or shield. Armor does not,
however, interfere with the manifestation of powers.
Power Points/Day: A psion’s ability to manifest
powers is limited by the power points he has available.
His base daily allotment of power points is given on
Table 2-4: The Psion. In addition, he receives bonus
power points per day if he has a high Intelligence score
(see Table 2-1: Ability Modifiers and Bonus Power
Points). His race may also provide bonus power points
per day, as may certain feats and items.
Discipline: Every psion must decide at 1st level which
psionic discipline he will specialize in. Choosing a
discipline provides a psion with access to the class skills
associated with that discipline (see above), as well as
the powers restricted to that discipline. However,
choosing a discipline also means that the psion cannot
learn powers that are restricted to other disciplines.
He can’t even use such powers by employing psionic
items.
Powers Known: A psion begins play knowing three
psion powers of the player’s choice. Each time he
achieves a new level, he unlocks the knowledge of new
powers.
One can choose the powers known from
the psion power list, or from the list of powers of
the character’s chosen discipline. One cannot choose
powers from restricted discipline lists other than the
character’s own discipline list. A psion can manifest
any power that has a power point cost equal to or lower
than his manifester level.
15
CORE CLASSES ▪ Psion
The number of times a psion can manifest
powers in a day is limited only by his daily power
points.
A psion simply knows his powers; they are
ingrained in his mind. He does not need to prepare
them (in the way that some spellcasters prepare their
spells), though he must get a good night’s sleep each
day to regain all his spent power points.
The Difficulty Class for saving throws against
psion powers is 10 + the power’s level + the psion’s
Intelligence modifier.
Psionic Disciplines
A discipline is one of six groupings of powers, each
defined by a common theme. The six disciplines
are clairsentience, metacreativity, psychokinesis,
psychometabolism, psychoportation, and telepathy.
Maximum Power Level Known: A psion begins play
with the ability to learn 1st-level powers. As he attains
higher levels, a psion may gain the ability to master
more complex powers.
To learn or manifest a power, a psion must
have an Intelligence score of at least 10 + the power’s
level.
Metacreativity: A psion specializing in metacreativity
is known as a shaper. This discipline includes powers
that draw ectoplasm or matter from the Astral Plane,
creating semisolid and solid items such as armor,
weapons, or animated constructs to do battle at the
shaper’s command.
Bonus Feats (Ex): A psion gains a bonus feat at 1st
level, 5th level, 10th level, 15th level, and 20th level.
This feat must be a psionic feat, a metapsionic feat, or
a psionic item creation feat.
These bonus feats are in addition to the feats
that a character of any class gains every three levels. A
psion is not limited to psionic feats, metapsionic feats,
and psionic item creation feats when choosing these
other feats.
Clairsentience: A psion who chooses clairsentience is
known as a seer. Seers can learn precognitive powers
to aid their comrades in combat, as well as powers that
permit them to gather information in many different
ways.
Psychokinesis: Psions who specialize in psychokinesis
are known as kineticists. They are the masters of
powers that manipulate and transform matter and
energy. Kineticists can attack with devastating blasts
of energy.
Psychometabolism: A psion who specializes in
psychometabolism is known as an egoist. This discipline
consists of powers that alter the psion’s psychobiology,
or that of creatures near him. An egoist can both heal
and transform himself into a fearsome fighter.
Table 2-4: The Psion
16
Class
Level
1st
Base Attack
Bonus
+0
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
Fort
Save
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save Special
Bonus feat,
+2 discipline
+3 —
+3 —
+4 —
+4 Bonus feat
+5 —
+5 —
+6 —
+6 —
+7 Bonus feat
+7 —
+8 —
+8 —
+9 —
+9 Bonus feat
+10 —
+10 —
+11 —
+11 —
+12 Bonus feat
Power
Points/
Day
Powers
Known
Maximum
Power Level
Known
2
6
11
17
25
35
46
58
72
88
106
126
147
170
195
221
250
280
311
343
3
5
7
9
11
13
15
17
19
21
22
24
25
27
28
30
31
33
34
36
1st
1st
2nd
2nd
3rd
3rd
4th
4th
5th
5th
6th
6th
7th
7th
8th
8th
9th
9th
9th
9th
Psion ▪ CORE CLASSES
Psychoportation: A psion who relies on psychoportation
powers is known as a nomad. Nomads can wield powers
that propel or displace objects in space or time.
Telepathy: A psion who chooses the discipline of
telepathy is known as a telepath. He is the master of
powers that allow mental contact and control of other
sentient creatures. A telepath can deceive or destroy the
minds of his enemies with ease.
Psicrystals
A psicrystal is a fragment of a psionic character’s
personality, brought into physical form and a semblance
of life (via the Psicrystal Affinity feat). A psicrystal
appears as a crystalline construct about the size of a
human hand.
Because it is an extension of its creator’s
personality, a character’s psicrystal is in some ways
a part of him. That’s why, for example, a psionic
character can manifest a personal range power on his
psicrystal even though normally he can manifest such
a power only on himself.
A psicrystal is treated as a construct for the
purposes of all effects that depend on its type.
A psicrystal grants special abilities to its
owner, as shown on the Psicrystal Special Abilities
table below. In addition, a psicrystal has a personality
(being a fragment of the owner’s personality), which
gives its owner a bonus on certain types of checks or
saving throws, as given on the Psicrystal Personalities
table below. These special abilities and bonuses apply
only when the owner and the psicrystal are within one
mile of each other.
Psicrystal abilities are based on the owner’s
levels in psionic classes. Levels from other classes
do not count toward the owner’s level for purposes of
psicrystal abilities.
A psicrystal can speak one language of its
owner’s choice (so long as it is a language the owner
knows). A psicrystal can understand all other languages
known by its owner, but cannot speak them. This is a
supernatural ability.
Psicrystal Special Abilities
Owner
Level
1st–2nd
3rd–4th
5th–6th
7th–8th
9th–10th
11th–12th
13th–14th
15th–16th
17th–18th
19th–20th
Natural
Armor Adj.
Int
Adj.
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
Special
Alertness, improved
evasion, personality,
self-propulsion, share
powers,
sighted,
telepathic link
Deliver touch powers
Telepathic speech
—
Flight
Power resistance
Sight link
—
—
—
Psicrystal Ability Descriptions: All psicrystals have
special abilities (or impart abilities to their owners)
depending on the level of the owner, as shown on the
table above. The abilities on the table are cumulative.
Natural Armor Adj. (Ex): This number noted here is an
improvement to the psicrystal’s natural armor bonus
(normally 0). It represents a psicrystal’s preternatural
durability.
Intelligence Adj. (Ex): Add this value to the psicrystal’s
Intelligence score. Psicrystals are as smart as people
(though not necessarily as smart as smart people).
Alertness (Ex): The presence of a psicrystal sharpens
its master’s senses. While a psicrystal is within arm’s
reach (adjacent to or in the same square as its owner),
its owner gains the Alertness feat.
Improved Evasion (Ex): If a psicrystal is subjected to
an attack that normally allows a Reflex saving throw
for half damage, it takes no damage if it makes a
successful saving throw and half damage even if the
saving throw fails.
Psicrystal Basics: Use the statistics for a psicrystal,
but make the following changes.
Personality (Ex): Every psicrystal has a personality.
See Psicrystal Personality, below.
Saving Throws: A psicrystal uses its owner’s base
saving throw bonuses and ability modifiers on saves, Self-Propulsion (Su): As a standard action, its owner
though it doesn’t enjoy any other bonuses its owner can will a psicrystal to form spidery, ectoplasmic legs
might have (from magic items or feats, for example).
that grant the psicrystal a land speed of 30 feet and a
climb speed of 20 feet. The legs fade into nothingness
Abilities: When its self-propulsion ability is not after one day (or sooner, if the owner desires).
activated, a psicrystal has no Strength score and no
Dexterity score.
Share Powers (Su): At the owner’s option, he can have
any power (but not any psi-like ability) he manifests on
Skills: A psicrystal has the same skill ranks as its owner, himself also affect his psicrystal. The psicrystal must
except that it has a minimum of 4 ranks each in Spot, be within 5 feet of him at the time of the manifestation
Listen, Move Silently, and Search. (Even if its owner to receive the benefit. If the power has a duration other
has no ranks in these skills, a psicrystal has 4 ranks in than instantaneous, it stops affecting the psicrystal if it
each.) A psicrystal uses its own ability modifiers on moves farther than 5 feet away, and will not affect the
skill checks.
psicrystal again, even if it returns to its owner before
the duration expires.
17
CORE CLASSES ▪ Psion
Additionally, the owner can manifest a power
with a target of “You” on his psicrystal (as a touch range
power) instead of on himself. The owner and psicrystal
cannot share powers if the powers normally do not
affect creatures of the psicrystal’s type (construct).
Sighted (Ex): Although it has no physical sensory
organs, a psicrystal can telepathically sense its
environment as well as a creature with normal vision
and hearing. Darkness (even supernatural darkness) is
irrelevant, as are areas of supernatural silence, though a
psicrystal still can’t discern invisible or ethereal beings.
A psicrystal’s sighted range is 40 feet.
Telepathic Link (Su): The owner has a telepathic link
with his psicrystal to a distance of up to one mile. The
owner cannot see through the psicrystal’s senses, but
the two of them can communicate telepathically as
if the psicrystal were the target of a mindlink power
manifested by the owner. For instance, a psicrystal
placed in a distant room could relay the activities
occurring in that room.
Because of the telepathic link between a
psicrystal and its owner, the owner has the same
connection to an item or place that the psicrystal does.
For instance, if his psicrystal has seen a room, the
owner can teleport into that room as if he had seen it
too.
Psicrystal Personality (Ex): Each psicrystal has a
distinct personality, chosen by its owner at the time of
its creation from among those given on the following
table. At 1st level, its owner typically gets a feel for
a psicrystal’s personality only through occasional
impulses, but as the owner increases in level the
psicrystal’s personality becomes more pronounced. At
higher levels, it is not uncommon for a psicrystal to
constantly ply its owner with observations and advice,
often severely slanted toward the psicrystal’s particular
worldview. The owner always sees a bit of himself
in his psicrystal, even if magnified and therefore
distorted.
Psicrystal Personalities
Personality
Benefit to Owner
Artiste
+3 bonus on Craft checks
Bully
+3 bonus on Intimidate checks
Coward
+3 bonus on Hide checks
Friendly
+3 bonus on Diplomacy checks
Hero
+2 bonus on Fortitude saves
Liar
+3 bonus on Bluff checks
Meticulous
+3 bonus on Search checks
Nimble
+2 bonus on Initiative checks
Observant
+3 bonus on Spot checks
Poised
+3 bonus on Balance checks
Resolved
+2 bonus on Will saves
Sage
+2 bonus on Knowledge checks
Single-minded +3 bonus on Concentration checks
Sneaky
+3 bonus on Move Silently checks
Sympathetic
+3 bonus on Sense Motive checks
Deliver Touch Powers (Su): If the owner is 3rd level or
higher, his psicrystal can deliver touch powers for him.
If the owner and psicrystal are in contact at the time
the owner manifests a touch power, he can designate
his psicrystal as the “toucher.” The psicrystal can then
deliver the touch power just as the owner could. As
usual, if the owner manifests another power before the Psychic Warrior
touch is delivered, the touch power dissipates.
“Each strike with a blade is an equal part physical
prowess and mental willpower. You must learn to make
Telepathic Speech (Ex): If the owner is 5th level or it more than mere willpower; channel your anger,
higher, the psicrystal can communicate telepathically your emotions, your dreams, and your soul into each
with any creature that has a language and is within 30 attack. Then you will find the power that comes from
feet of the psicrystal, while the psicrystal is also within the melding of the martial and mental disciplines that
1 mile of the owner.
we have taught you.”
~ Ssekoran, Pit Trainer of Pit Sseth speaking to young
Flight (Su): If the owner is 9th level or higher, he can, Ssanu warriors
as a standard action, will his psicrystal to fly at a speed
of 50 feet (poor). The psicrystal drifts gently to the It is typical for a Ssanu psychic warrior to be trained as
ground after one day (or sooner, if the owner desires). shock trooper, indeed it is rare when they are not. Such
training is typical of how a psychic warrior is trained,
regardless of their nationality or race. The psychic
warrior class represents the pinnacle of psionic combat,
and it is used by nearly every psionically active race.
Much like the psion class, the psychic warrior training
methods are ancient and virtually unchanged between
nations and races.
Abilities: A psychic warrior requires good
Sight Link (Sp): If the owner is 13th level or higher, Strength, Dexterity, Constitution, and Wisdom abilities.
the character can remote view the psicrystal (as if The latter is because their ability to manifest powers
manifesting the remote view power) once per day.
derives from their Wisdom score.
Multiclassing: Psychic warriors may freely
multiclass.
Power Resistance (Ex): If the owner is 11th level or
higher, the psicrystal gains power resistance equal to
the owner’s level + 5. To affect the psicrystal with
a power, another manifester must get a result on a
manifester level check that equals or exceeds the
psicrystal’s power resistance.
18
Psychic Warrior ▪ CORE CLASSES
Class Requirements
Race: Any psionically active creature.
Alignment: Any.
Wisdom score (see Table 2-1: Ability Modifiers and
Bonus Power Points). His race may also provide bonus
power points per day, as may certain feats and items.
A 1st-level psychic warrior gains no power points for
Hit Die: d8
his class level, but he gains bonus power points (if he
Class Skills
is entitled to any), and can manifest the single power he
The psychic warrior’s class skills (and the key ability knows with those power points.
for each skill) are Autohypnosis (Wis), Climb (Str),
Concentration (Con), Craft (Int), Examine Martial Powers Known: A psychic warrior begins play
Technique (Wis), Jump (Str), Knowledge (Psionics) knowing one psychic warrior power of the player’s
(Int), Knowledge (Warfare and Tactics) (Int) Profession choice. Each time he achieves a new level, he unlocks
(Wis), Ride (Dex), Search (Int), and Swim (Str).
the knowledge of a new power.
Skill Points at 1st level: (2 + Int) x 4
Choose the powers known from the psychic
Skill Points at Each Additional Level: 2 + Int
warrior power list. A psychic warrior can manifest any
power that has a power point cost equal to or lower
than his manifester level.
Class Features
The total number of powers a psychic warrior
All of the following are class features of the psychic
can manifest in a day is limited only by his daily power
warrior.
points.
A psychic warrior simply knows his powers;
Weapon and Armor Proficiency: Psychic warriors
are proficient with all simple and martial weapons, they are ingrained in his mind. He does not need to
with all types of armor (heavy, medium, and light), and prepare them (in the way that some spellcasters prepare
their spells), though he must get a good night’s sleep
with shields (except tower shields).
each day to regain all his spent power points.
The Difficulty Class for saving throws against
Power Points/Day: A psychic warrior’s ability to
manifest powers is limited by the power points he has psychic warrior powers is 10 + the power’s level + the
available. His base daily allotment of power points is psychic warrior’s Wisdom modifier.
given on Table 2-5: The Psychic Warrior. In addition,
he receives bonus power points per day if he has a high
Table 2-5: The Psychic Warrior
Power
Maximum
Class
Base Attack Fort Ref Will
Points/
Powers
Power Level
Level
Bonus
Save Save Save Special
Day
Known
Known
1st
+0
+2
+0
+0 Bonus feat
01
1
1st
2nd
+1
+3
+0
+0 Bonus feat
1
2
1st
3rd
+2
+3
+1
+1 —
3
3
1st
4th
+3
+4
+1
+1 —
5
4
2nd
5th
+3
+4
+1
+1 Bonus feat
7
5
2nd
6th
+4
+5
+2
+2 —
11
6
2nd
7th
+5
+5
+2
+2 —
15
7
3rd
8th
+6/+1
+6
+2
+2 Bonus feat
19
8
3rd
9th
+6/+1
+6
+3
+3 —
23
9
3rd
10th
+7/+2
+7
+3
+3 —
27
10
4th
11th
+8/+3
+7
+3
+3 Bonus feat
35
11
4th
12th
+9/+4
+8
+4
+4 —
43
12
4th
13th
+9/+4
+8
+4
+4 —
51
13
5th
14th
+10/+5
+9
+4
+4 Bonus feat
59
14
5th
15th
+11/+6/+1
+9
+5
+5 —
67
15
5th
16th
+12/+7/+2
+10
+5
+5 —
79
16
6th
17th
+12/+7/+2
+10
+5
+5 Bonus feat
91
17
6th
18th
+13/+8/+3
+11
+6
+6 —
103
18
6th
19th
+14/+9/+4
+11
+6
+6 —
115
19
6th
20th
+15/+10/+5
+12
+6
+6 Bonus feat
127
20
6th
1 The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus
power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can
use these points (if any) to manifest his power.
19
CORE CLASSES ▪ Rhi'zen
Maximum Power Level Known: A psychic warrior
begins play with the ability to learn 1st-level powers.
As he attains higher levels, he may gain the ability to
master more complex powers.
To learn or manifest a power, a psychic
warrior must have a Wisdom score of at least 10 + the
power’s level.
Bonus Feats: At 1st level, a psychic warrior gets a
bonus combat-oriented feat in addition to the feat that
any 1st-level character gets and the bonus feat granted
to a human character. The psychic warrior gains an
additional bonus feat at 2nd level and every three
levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th).
These bonus feats must be drawn from the feats noted
as fighter bonus feats or psionic feats. The psychic
warrior must still meet all prerequisites for the bonus
feat, including ability score and base attack bonus
minimums as well as class requirements. A psychic
warrior cannot choose feats that specifically require
levels in the fighter class unless he is a multiclass
character with the requisite levels in the fighter class.
These bonus feats are in addition to the feats
that a character of any class gains every three levels. A
psychic warrior is not limited to fighter bonus feats and
psionic feats when choosing these other feats.
Rhi’zen
The great herons of Heh’ligh are graceful and powerful
creatures. You should strive for that combination of
grace and power. The ability to bend before any blow,
and the timing to know instinctually when to fully
commit to a strike, and when to hold back -- that is the
true power of a Rhi’zen.
~ Kul’ahud Ru’hma’in val’Sungha, Rhi’zen Master
The nobility of the Western Lands have a long history,
dotted with real and imagined slights. The historical
records are not clear on the matter of who first codified
the rules that govern the resolution of these slights; yet,
the rules were written and are adhered to. These rules
are most specific in how a dispute may be resolved, and
the usual method is by dueling.
Not all members of the nobility have the
inclination or skill to learn the techniques and practices
of dueling. Those who elect not to learn such skills
often call upon the services of professional duelists to
serve as their champions. Many of these champions
are drawn from the ranks of the Rhi’zen, a school of
dueling that focused on the training of the mind, rather
than solely upon the building of reflexes and strength
as many of the other schools train.
Races: Only members of the Val race may
become a Rhi’zen. Only they have the needed psionic
ability. Many Rhi’zen are pure blooded Kio, and are
thus val’Sungha; however, that is merely a peculiarity of
culture. It is not an indication of a racial requirement.
Abilities: The key abilities for a Rhi’zen are
Dexterity and Intelligence, as their combat abilities
depend on those attributes. Constitution and Charisma
are also useful to the Rhi’zen.
20
Multiclassing: Rhi’zen may freely multiclass
with any other class, keeping in mind that a Rhi’zen
must be non-Chaotic.
Class Requirements
Race: Must be a psionically active Val.
Alignment: Any non-Chaotic.
Special: Must be trained in the Western Lands; must
not have the enmity of the val’Sungha, val’Trinsin, and
val’Baucisz families. Enmity with up to two of those
parties is acceptable, but enmity with all three prevents
the Rhi’zen or prospective Rhi’zen from attaining the
needed training.
Hit Die: d8
Class Skills
The Rhi’zen’s class skills (and the key ability for each
skill) are Balance (Dex), Bluff (Cha), Climb (Str),
Concentration (Con), Craft (Int), Diplomacy (Cha),
Disguise (Cha), Escape Artist (Dex), Examine Martial
Technique (Int), Jump (Str), Gather Information (Cha),
Knowledge (Local) (Int), Knowledge (Nobility and
Royalty) (Int), Knowledge (Psionics) (Int), Knowledge
(Warfare and Tactics) (Int), Listen (Wis), Profession
(Wis), Psicraft (Int), Search (Int), Sense Motive (Wis),
Spot (Wis), Tumble (Dex), and Use Psionic Device
(Cha).
Skill Points at 1st level: (4 + Int) x 4
Skill Points at Each Additional Level: 4 + Int
Class Features
Weapon and Armor Proficiency: The Rhi’zen is
proficient with all simple weapons and the following
additional weapons: rapier and scimitar. The Rhi’zen
is proficient with light armor and shields (including
tower shields).
Psionic Grace (Su): A Rhi’zen gains a dodge bonus
to Armor Class while she is psionically focused. This
bonus starts at +1 at first level, and increases by +1
for each five class levels the Rhi’zen has. As a dodge
bonus, this bonus stacks with all other bonuses to
Armor Class.
Finesse (Ex): At 1st level, the Rhi’zen gains the
Weapon Finesse feat as a bonus feat.
Evade Blow (Ex): A 3rd-level and higher Rhi’zen may
choose to attempt to evade a melee attack once per day.
To successfully evade an attack, a Rhi’zen must make a
Reflex save whose DC is equal to the attack roll of the
attack. If the Rhi’zen makes the save, then the attack
is negated.
A “natural 20” on the attack roll may be
evaded; however, the DC to evade such a hit is 25 + the
attack modifier for that attack.
A “natural 20” on the Rhi’zen’s Reflex save
automatically allows the Rhi’zen to evade the specified
blow, regardless of the DC or the attack roll that was
made to deliver the attack.
You cannot use this ability against confirmation
rolls, such as those to confirm a critical hit. You must
use it against the original attack roll.
Rhi'zen ▪ CORE CLASSES
At 9th level, this ability may be used twice per
Choose the powers known from the Rhi’zen
day, and at 16th level it may be used three times each day. power list. A Rhi’zen can manifest any power that has
a power point cost equal to or lower than her manifester
Psionic Manifesting: A Rhi’zen does not have a level (see above on how to calculate a Rhi’zen’s
manifester level, or any ability to manifest powers, manifester level).
until 4th level. From that time onwards, the Rhi’zen’s
The total number of powers a Rhi’zen can
manifester level is one-half her class level (round manifest in a day is limited only by her daily power
down).
points.
This means that power-completion devices,
A Rhi’zen simply knows her powers; they are
such as power stones, and other psionic items that ingrained in her mind. She does not need to prepare
require the ability to manifest powers may not be used them (in the way that some spellcasters prepare their
by the Rhi’zen until 4th level or higher.
spells), though she must get a good night’s sleep each
day to regain all her spent power points.
Power Points per Day: A Rhi’zen’s ability to manifest
The Difficulty Class for saving throws against
powers, once she has the ability, is limited by the power Rhi’zen powers is 10 + the power’s level + the
points she has available. Her base daily allotment of Rhi’zen’s Wisdom modifier.
power points is given on Table 2-6: The Rhi’zen. In
addition, she receives bonus power points per day if Maximum Power Level Known: A Rhi’zen begins
she has a high Wisdom score (see Table 2-1: Ability play without the ability to learn powers. At 4th level, the
Modifiers and Bonus Power Points in the Expanded Rhi’zen gains the ability to learn powers of 1st level.
Psionics Handbook). However, a Rhi’zen’s level only As she attains higher levels, she may gain the ability to
counts for half (round down) when determining bonus master more complex powers.
power points (since manifester level is what determines
To learn or manifest a power, a Rhi’zen must
bonus power points). Her race may also provide bonus have a Wisdom score of at least 10 + the power’s
power points per day, as may certain feats and items.
level.
Powers Known: A Rhi’zen does not know any Rhi’zen
powers until she has gained 4th level. At 4th level, the
Rhi’zen immediately learns two powers, and from that
time onwards, each time she achieves a new level, she
unlocks the knowledge of one new power.
Uncanny Dodge (Ex): Starting at 4th level, a Rhi’zen
can react to danger before her senses would normally
allow her to do so. She retains her Dexterity bonus to
AC (if any) even if she is caught flat-footed or struck
by an invisible attacker. However, she still loses her
Dexterity bonus to AC if immobilized.
Table 2-6: The Rhi’zen
Class
Level
1st
2nd
3rd
4th
5th
Base Attack
Bonus
+0
+1
+2
+3
+3
Fort
Save
+0
+0
+1
+1
+1
Ref
Save
+2
+3
+3
+4
+4
Will
Save
+0
+0
+1
+1
+1
6th
7th
8th
9th
10th
+4
+5
+6/+1
+6/+1
+7/+2
+2
+2
+2
+3
+3
+5
+5
+6
+6
+7
+2
+2
+2
+3
+3
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Special
Psionic Grace (+1), Finesse
Evade Blow
Uncanny Dodge
Psionic Smite (1/day) ,
Psionic Grace (+2)
Evasion
Tendon Strike
Evade Blow (2/day)
Psionic Smite (2/day) ,
Psionic Grace (+3)
Improved Evasion
Riposte
Skill Mastery
Flying Lunge, Psionic Grace (+4)
Evade Blow (3/day)
Improved Riposte, Skill Mastery
As the Whirlwind
Tumbling Strike
Psionic Purity, Psionic Grace (+5)
Power
Maximum
Points / Powers Power Level
Day
Known
Known
1
--1
--1
--1
2
1
2
3
1
4
6
9
11
14
4
5
6
7
8
1
1
2
2
2
17
21
25
30
35
41
46
52
58
65
9
10
11
12
13
14
15
16
17
18
2
3
3
3
3
4
4
4
4
4
21
CORE CLASSES ▪ Rhi'zen
Psionic Smite (Su): At 5th level, the Rhi’zen learns
to channel her psionic power through her attacks to
deliver more punishing blows.
Declaring an attack a psionic smite attack is
a free action. Such an attack receives the Rhi’zen’s
Charisma bonus as a bonus to attack rolls, and the
Rhi’zen’s class level as a bonus to damage.
A Rhi’zen receives only one psionic smite
each day until 10th level, when the Rhi’zen receives a
second psionic smite attack.
Finally, when making a psionic smite attack,
the Rhi’zen may also expend her psionic focus when
she declares the attack to further receive a +2 bonus to
attack and damage.
While psionically focused, a Rhi’zen may
make up to a 15-foot jump while charging without
breaking her charge. She does need to make the
requisite jump check; however, she receives a +10
bonus to the check.
Evasion (Ex): At 6th level and higher, a Rhi’zen can
avoid even magical and unusual attacks with great
agility. If she makes a successful Reflex saving throw
against an attack that normally deals half damage on a
successful save, she instead takes no damage. Evasion
can be used only if the Rhi’zen is wearing light armor
or no armor. A helpless Rhi’zen does not gain the
benefits of evasion.
As the Whirlwind (Ex): At level 18, the Rhi’zen gains
the Whirlwind Attack feat as a bonus feat.
Tendon Strike (Ex): When a Rhi’zen makes a psionic
smite attack and uses her psionic focus as described
above, a successful strike also reduces the land speed
of her victim by 10 ft.
Multiple applications of this ability do stack,
but cannot reduce the victim’s land speed by more
than 50% of its normal maximum, nor can it reduce a
victim’s land speed below 5 ft.
Speed reductions from this ability persist until
the subject is healed at least one hit point (either by
magic, or by resting).
Tumbling Strike (Su): The Rhi’zen gains the ability to
evade blows, even while charging, at 19th level. While
psionically focused and charging, the Rhi’zen may pass
through the space occupied by one opponent. She must
still make the required tumble check to do so, including
the +10 increase to the DC to tumble at full-speed.
A Rhi’zen may not use this ability to charge
through the spaces occupied by more than one creature.
The use of this ability allows a Rhi’zen to charge a
creature that would not normally be an acceptable
charge target.
Improved Evasion (Ex): This ability, gained at 11th
level, works like evasion, except that while the Rhi’zen
still takes no damage on a successful Reflex saving
throw against attacks henceforth she takes only half
damage on a failed save. A helpless Rhi’zen does not
gain the benefit of improved evasion.
Psionic Purity (Ex): At 20th level, the Rhi’zen
represents the pinnacle of focus and control. When a
Rhi’zen elects to expend her psionic focus as part of a
specific action, such as when making a psionic smite,
she may activate two abilities (or feats) that use a
psionic focus as part of their activation cost instead of
the usual one.
This ability does not allow a Rhi’zen to
activate two abilities or feats that take longer than a
free action to activate, nor can the Rhi’zen regain a
psionic focus used in conjunction with this ability on
the round in which it is used.
Riposte (Ex): At 12th level, the Rhi’zen gains the
Riposte feat as a bonus feat.
Soulknife
Skill Mastery (Ex): At
level, the Rhi’zen may
select a number of skills equal to his Intelligence
modifier (minimum 1). He may always “take 10” on
these skills, even when distracted or in combat. Once
selected these skills may not be changed.
At 17th level, the Rhi’zen may select an
additional number of skills equal to his Intelligence
modifier (minimum 1) for which he gains the above
benefit.
Skills such as Use Magic Device and Use
Psionic Device that explicitly prohibit a character from
taking 10 while using the skill may not be chosen to
gain the above benefit.
13th
22
Improved Riposte (Ex): A 17th-level and higher
Rhi’zen gains the ability to use the Riposte feat with
true panache. The Rhi’zen is no longer limited to
making a single riposte attack against any given foe
during a single combat round. She is still limited in the
number of Riposte attacks she can make each round
by the number of Attacks of Opportunity that she can
make.
Lambent green blades of pure energy sprung from the
warrior’s hands as he leapt to attack the beast. Gore
and blood exploded in a burst of energy, seemingly
propelled on the force of his shout. Moments later, the
warrior was again standing alone, the blades of energy
dissipated, and the ravening beast motionless and
bloody on the ground behind him.
~ Excerpt from Darius Gracchi’s Journal of
Extraordinary Travels
While not the most common type of psionic warrior, a
soulknife is perhaps the most unique. It is known that
the First Imperium trained psionically-active soldiers
as soulknives, although that practice has fallen out of
favor. There are small enclaves here and there, amongst
Flying Lunge (Su): Starting at 15th level, the Rhi’zen the Val families who still train soulknives, as much to
gains the ability to become psionically buoyant for maintain the knowledge as for their utility.
short periods of time.
Soulknife ▪ CORE CLASSES
It is also known that the agents of the Silence
can receive training as Soulknifes; although when the
secretive group first obtained the training techniques
necessary to do so is not known. It is possible that the
techniques used in the First Imperium are drawn from
those used by the Silence; or perhaps it is the other way
around.
Abilities: The key abilities for a soulknife are
Strength and Dexterity. A good Constitution is also useful.
Multiclassing: Soulknives may freely multiclass.
Class Requirements
Race: Any psionically active creature.
Alignment: Any.
Hit Die: d10
Class Skills
The soulknife’s class skills (and the key ability for
each skill) are Autohypnosis (Wis), Climb (Str),
Concentration (Con), Craft (Int), Examine Martial
Technique (Wis), Hide (Dex), Jump (Str), Knowledge
(Psionics) (Int), Knowledge (Warfare and Tactics)
(Int), Listen (Wis), Move Silently (Dex), Profession
(Wis), Spot (Wis), and Tumble (Dex).
Skill Points at 1st level: (4 + Int) x 4
Skill Points at Each Additional Level: 4 + Int
Class Features
All of the following are class features of the soulknife.
Weapon and Armor Proficiency: Soulknives are
proficient with all simple weapons, with their own
mind blades, and with light armor and shields (except
tower shields).
Table 2-7: The Soulknife
Class
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Mind Blade (Su): As a move action, a soulknife can
create a semisolid blade composed of psychic energy
distilled from his own mind. The blade is identical in
all ways (except visually) to a short sword of a size
appropriate for its wielder. For instance, a Medium
soulknife materializes a Medium mind blade that he
can wield as a light weapon, and the blade deals 1d6
points of damage (critical 19–20/x2). Soulknives who
are smaller or larger than Medium create mind blades
identical to short swords appropriate for their size,
with a corresponding change to the blade’s damage.
The wielder of a mind blade gains the usual benefits
to his attack roll and damage roll from a high Strength
bonus.
The blade can be broken (it has hardness 10
and 10 hit points); however, a soulknife can simply
create another on his next move action. The moment
he relinquishes his grip on his blade, it dissipates
(unless he intends to throw it; see below). A mind
blade is considered a magic weapon for the purpose of
overcoming damage reduction.
A soulknife can use feats such as Power
Attack or Combat Expertise in conjunction with the
mind blade just as if it were a normal weapon. He can
also choose mind blade for feats requiring a specific
weapon choice, such as Weapon Specialization. Powers
or spells that upgrade weapons can be used on a mind
blade.
A soulknife’s mind blade improves as the
character gains higher levels. At 4th level and every
four levels thereafter, the mind blade gains a cumulative
+1 enhancement bonus on attack rolls and damage rolls
(+2 at 8th level, +3 at 12th level, +4 at 16th level, and
+5 at 20th level).
Special
Mind blade, Weapon Focus (mind blade), Wild Talent
Throw mind blade
Psychic strike +1d8
+1 mind blade
Free draw, shape mind blade
Mind blade enhancement +1, Speed of Thought
Psychic strike +2d8
+2 mind blade
Bladewind, Greater Weapon Focus (mind blade)
Mind blade enhancement +2
Psychic strike +3d8
+3 mind blade
Knife to the soul
Mind blade enhancement +3
Psychic strike +4d8
+4 mind blade
Multiple throw
Mind blade enhancement +4
Psychic strike +5d8
+5 mind blade
23
CORE CLASSES ▪ Soulknife
Even in places where psionic effects do not
normally function (such as within a null psionics field),
a soulknife can attempt to sustain his mind blade by
making a DC 20 Will save. On a successful save, the
soulknife maintains his mind blade for a number of
rounds equal to his class level before he needs to check
again. On an unsuccessful attempt, the mind blade
vanishes. As a move action on his turn, the soulknife
can attempt a new Will save to rematerialize his mind
blade while he remains within the psionics negating
effect.
Weapon Focus (Mind Blade): A soulknife gains
Weapon Focus (mind blade) as a bonus feat.
Wild Talent: A soulknife gains Wild Talent as a bonus
feat. (This class feature provides the character with the
psionic power he needs to materialize his mind blade,
if he has no power points otherwise.)
Throw Mind Blade (Ex): A soulknife of 2nd level or
higher can throw his mind blade as a ranged weapon
with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind
blade then dissipates. A soulknife of 3rd level or higher
can make a psychic strike (see below) with a thrown
mind blade and can use the blade in conjunction with
other special abilities (such as Knife to the Soul; see
below).
Shape Mind Blade (Su): At 5th level, a soulknife
gains the ability to change the form of his mind blade.
As a full round action, he can change his mind blade
to replicate a longsword (damage 1d8 for a Medium
weapon wielded as a one-handed weapon) or a bastard
sword (damage 1d10 for a Medium weapon, but he
must wield it as a two-handed weapon unless he knows
the Exotic Weapon Proficiency (bastard sword) feat).
If a soulknife shapes his mind blade into the form of a
bastard sword and wields it two-handed, he adds 1-1/2
times his Strength bonus to his damage rolls, just like
when using any other two-handed weapon.
Alternatively, a soulknife can split his mind
blade into two identical short swords, suitable for
fighting with a weapon in each hand. (The normal
penalties for fighting with two weapons apply.)
However, both mind blades have an enhancement
bonus 1 lower than the soulknife would otherwise
create with a single mind blade.
Mind Blade Enhancement (Su): At 6th level, a
soulknife gains the ability to enhance his mind blade.
He can add any one of the weapon special abilities on
the table below that has an enhancement bonus value
of +1.
At every four levels beyond 6th (10th, 14th,
and 18th), the value of the enhancement a soulknife
can add to his weapon improves to +2, +3, and +4,
respectively. A soulknife can choose any combination
of weapon special abilities that does not exceed the
total allowed by the soulknife’s level.
The weapon ability or abilities remain the
same every time the soulknife materializes his mind
blade (unless he decides to reassign its abilities; see
below). The ability or abilities apply to any form the
mind blade takes, including the use of the shape mind
blade or bladewind class abilities.
Psychic Strike (Su): As a move action, a soulknife
of 3rd level or higher can imbue his mind blade with
destructive psychic energy. This effect deals an extra
1d8 points of damage to the next living, nonmindless
target he successfully hits with a melee attack (or
ranged attack, if he is using the throw mind blade
ability). Creatures immune to mind-affecting effects
are immune to psychic strike damage. (Unlike the
rogue’s sneak attack, the psychic strike is not precision Weapon Special Ability Enhancement Bonus Value
damage and can affect creatures otherwise immune to Defending
+1
extra damage from critical hits of more than 30 feet
Keen
+1
away, provided they are living, nonmindless creatures
Lucky*
+1
not immune to mind-affecting effects.)
+1
A mind blade deals this extra damage only Mighty cleaving
once when this ability is called upon, but a soulknife Psychokinetic*
+1
can imbue his mind blade with psychic energy again by Sundering*
+1
taking another move action.
Vicious
+1
Once a soulknife has prepared his blade for
Collision*
+2
a psychic strike, it holds the extra energy until it is
+2
used. Even if the soulknife drops the mind blade (or Mindcrusher*
it otherwise dissipates, such as when it is thrown and Psychokinetic burst*
+2
misses), it is still imbued with psychic energy when the Wounding
+2
soulknife next materializes it.
*New special abilities
At every four levels beyond 3rd (7th, 11th,
15th, and 19th), the extra damage from a soulknife’s
A soulknife can reassign the ability or abilities
psychic strike increases as shown on the Table above. he has added to his mind blade. To do so, he must first
spend 8 hours in concentration. After that period, the
Free Draw (Su): At 5th level, a soulknife becomes able mind blade materializes with the new ability or abilities
to materialize his mind blade as a free action instead selected by the soulknife.
of a move action. He can make only one attempt to
materialize the mind blade per round, however.
Speed of Thought: A soulknife gains Speed of Thought
24
as a bonus feat at 6th level.
Wilder ▪ CORE CLASSES
Bladewind (Su): At 9th level, a soulknife gains the
ability to momentarily fragment his mind blade into
numerous identical blades, each of which strikes at a
nearby opponent.
As a full attack, when wielding his mind blade,
a soulknife can give up his regular attacks and instead
fragment his mind blade to make one melee attack
at his full base attack bonus against each opponent
within reach. Each fragment functions identically to the
soulknife’s regular mind blade.
When using bladewind, a soulknife forfeits
any bonus or extra attacks granted by other feats or
abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its
previous form after the bladewind attack.
Class Requirements
Race: Any psionically active creature.
Alignment: Any.
Hit Die: d6
Class Skills
The wilder’s class skills (and the key ability for each
skill) are Autohypnosis (Wis), Balance (Dex), Bluff
(Cha), Climb (Str), Concentration (Con), Craft (Int),
Escape Artist (Dex), Intimidate (Cha), Jump (Str),
Knowledge (psionics) (Int), Listen (Wis), Profession
(Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis),
Swim (Str), and Tumble (Dex).
Skill Points at 1st level: (4 + Int) x 4
Skill Points at Each Additional Level: 4 + Int
Greater Weapon Focus (Mind Blade): A soulknife Class Features
gains Greater Weapon Focus (mind blade) as a bonus All the following are class features of the wilder.
feat at 9th level.
Weapon and Armor Proficiency: Wilders are
proficient with all simple weapons, with light armor,
Knife to the Soul (Su): Beginning at 13th level, when and with shields (except tower shields).
a soulknife executes a psychic strike, he can choose to
substitute Intelligence, Wisdom, or Charisma damage Power Points/Day: A wilder’s ability to manifest
(his choice) for extra dice of damage. For each die of powers is limited by the power points she has available.
extra damage he gives up, he deals 1 point of damage to Her base daily allotment of power points is given on
the ability score he chooses. A soulknife can combine Table 2-8: The Wilder. In addition, she receives bonus
extra dice of damage and ability damage in any power points per day if she has a high Charisma score
combination.
(see Table 2-1: Ability Modifiers and Bonus Power
The soulknife decides which ability score Points). Her race may also provide bonus power points
his psychic strike damages and the division of ability per day, as may certain feats and items.
damage and extra dice of damage when he imbues his
mind blade with the psychic strike energy.
Powers Known: A wilder begins play knowing one
wilder power of your choice. At every even-numbered
Multiple Throw (Ex): At 17th level and higher, a class level after 1st, she unlocks the knowledge of new
soulknife can throw a number of mind blades per round powers.
equal to the number of melee attacks he could make.
Choose the powers known from the wilder
power list. A wilder can manifest any power that has a
power point cost equal to or lower than her manifester
Wilder
“The exchange of magic was evenly matched between level.
The total number of powers a wilder can
Neiran and his opponent, a strange wise-woman who
lived in the Corlathian Hills. Yet, I saw my friend perish manifest in a day is limited only by her daily power
in a burst of flames with such power as to melt the rock points.
A wilder simply knows her powers; they are
he was standing on. The last I can recall of him is the
expression of surprise on his face. I’m sure my face ingrained in her mind. She does not need to prepare
was just as surprised, for that power was unexpected. them (in the way that some spellcasters prepare their
Thankfully, it did not appear that this woman could spells), though she must get a good night’s sleep each
day to regain all her spent power points.
repeat such a powerful endeavor often.”
The Difficulty Class for saving throws against
~ Feadon Otrecto, Cleric of Illiir, reminiscing about his
wilder powers is 10 + the power’s level + the wilder’s
youthful travels
Charisma modifier.
While the psion has adaptability and masses
of raw power, the wilder is neither as powerful nor Maximum Power Level Known: A wilder begins play
as versatile. However, a wilder can also unleash more with the ability to learn 1st-level powers. As she attains
powerful effects, when it is critical to do so, than a higher levels, she may gain the ability to master more
psion can. Wilders are most commonly found amongst complex powers.
To learn or manifest a power, a wilder must
the adherents of the Silence, although there are also
members of the Val race and a few Ssethregorans who have a Charisma score of at least 10 + the power’s
level.
revel in the perceived chaos of the wilder.
Abilities: The key ability for a wilder is
Wild Surge (Su): A wilder can let her passion and
Charisma. A good Constitution is also useful.
Multiclassing: Wilders may freely emotion rise to the surface in a wild surge when she
manifests a power. During a wild surge, a wilder gains
multiclass.
25
CORE CLASSES ▪ Wilder
phenomenal psionic strength, but may harm herself by
the reckless use of her power (see Psychic Enervation,
below).
A wilder can choose to invoke a wild surge
whenever she manifests a power. When she does so, she
gains +1 to her manifester level with that manifestation
of the power. The manifester level boost gives her the
ability to augment her powers to a higher degree than
she otherwise could; however, she pays no extra power
point for this wild surge. Instead, the additional 1 power
point that would normally be required to augment the
power is effectively supplied by the wild surge.
Level-dependent power effects are also
improved, depending on the power a wilder manifests
with her wild surge.
This improvement in manifester level does not
grant her any other benefits (psicrystal abilities do not
advance, she does not gain higher-level class abilities,
and so on).
She cannot use the Overchannel psionic feat
and invoke her wild surge at the same time.
At 3rd level, a wilder can choose to boost her
manifester level by two instead of one. At 7th level, she
can boost her manifester level by up to three; at 11th
level, by up to four; at 15th level, by up to five; and at
19th level, by up to six.
In all cases, the wild surge effectively pays
the extra power point cost that is normally required
to augment the power; only the unaugmented power
point cost is subtracted from the wilder’s power point
reserve.
Psychic Enervation (Ex): Pushing oneself by invoking
a wild surge is dangerous. Immediately following each
wild surge, a wilder may be overcome by the strain of
her effort. The chance of suffering psychic enervation
is equal to 10% per manifester level added with the
wild surge.
A wilder that is overcome by psychic
enervation is dazed until the end of her next turn and
loses a number of power points equal to her wilder
level.
Elude Touch (Ex): Starting at 2nd level, a wilder’s
intuition supersedes her intellect, alerting her to danger
from touch attacks (including rays). She gains a bonus
to Armor Class against all touch attacks equal to her
Charisma bonus; however, her touch AC can never
exceed her Armor Class against normal attacks.
Surging Euphoria (Ex): Starting at 4th level, when
a wilder uses her wild surge ability, she gains a +1
morale bonus on attack rolls, damage rolls, and saving
throws for a number of rounds equal to the intensity of
her wild surge.
If a wilder is overcome by psychic enervation
following her wild surge, she does not gain the morale
bonus for this use of her wild surge ability.
At 12th level, the morale bonus on a wilder’s
attack rolls, damage rolls, and saving throws increases
to +2. At 20th level, the bonus increases to +3.
Table 2-8: The Wilder
26
Class
Level
1st
Base Attack
Bonus
+0
Fort
Save
+0
Ref
Save
+0
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Power
Maximum
Will
Points/ Powers Power Level
Save Special
Day Known
Known
+2 Wild surge +1, psychic
2
1
1st
enervation
+3 Elude touch
6
2
1st
+3 Wild surge +2
11
2
1st
+4 Surging euphoria +1
17
3
2nd
+4 Volatile mind (1 power point)
25
3
2nd
+5
35
4
3rd
+5 Wild surge +3
46
4
3rd
+6
58
5
4th
+6 Volatile mind (2 power points)
72
5
4th
+7
88
6
5th
+7 Wild surge +4
106
6
5th
+8 Surging euphoria +2
126
7
6th
+8 Volatile mind (3 power points) 147
7
6th
+9
170
8
7th
+9 Wild surge +5
195
8
7th
+10
221
9
8th
+10 Volatile mind (4 power points) 250
9
8th
+11
280
10
9th
+11 Wild surge +6
311
10
9th
+12 Surging euphoria +3
343
11
9th
Swamp Lord of Pit Sith ▪ CORE CLASSES
Volatile Mind (Ex): A wilder’s temperamental mind
is hard to encompass with the discipline of telepathy.
When any telepathy power is manifested on a wilder
of 5th level or higher, the manifester of the power must
pay 1 power point more than he otherwise would have
spent.
The extra cost is not a natural part of that
power’s cost. It does not augment the power; it is
simply a wasted power point. The wilder’s volatile
mind can force the manifester of the telepathy power
to exceed the normal power point limit of 1 point per
manifester level. If the extra cost raises the telepathy
power’s cost to more points than the manifester has
remaining in his reserve, the power simply fails, and
the manifester exhausts the rest of his power points.
At 9th level, the penalty assessed against
telepathy powers manifested on a wilder is increased to
2 power points. At 13th level, the penalty increases to 3
power points, and at 17th level it increases to 4 power
points.
As a standard action, a wilder can choose to
lower this effect for 1 round.
When a wilder is the subject of an Enchantment
(Charm) effect, he gains a competence bonus on his
saving throw equal to one quarter of his class level
(round down).
The Swamp Lords are just that; unrivalled
masters of the swamp. Knowledge of their training
and powers is closely guarded by Pit Sseth, although
it is rare that a Swamp Lord is even given instruction.
Most Swamp Lords gain their powers by living as
hermits in the swamp.
There are stories, amongst the Ssethregorans,
of Swamp Lords from the time of Emperor Sseth
himself who are still living on their own, in the swamps
slowly becoming one with the damp, swampy ground
they call home.
Races: Only Ssanu or those chosen by
the masters of Pit Sseth who show promise are
granted the knowledge necessary to become a Swamp
Lord. Regardless, a swamp lord must be able to use
psionics.
Abilities: The key abilities for a Swamp
Lord are Intelligence and Wisdom, as their casting
and manifesting abilities are tied to those. A strong
Constitution and Strength are also typically of use to a
Swamp Lord.
Multiclassing: Swamp Lords may freely
multiclass with psion, psychic warrior, druid, and
cleric. All other classes are prohibited. They may also
multiclass with Hierophant.
Class Requirements
Race: Must be Ssanu of Pit Sseth, or psionically active
Servants of the Serpent Empire
It was during the ancient days of the Empire of and chosen by the masters of Pit Sseth.
Yhassremore that the Ssanu first encountered psionics. Alignment: Must be true Neutral or Neutral Evil.
They came upon a race of short, white-furred creatures, Special: Must worship Kassegore or Yig.
known to history as the halflings; these creatures were
vicious, cruel, cannibalistic, and most of all, capable Hit Die: d6
of wielding their minds as weapons. The Ssanu, Class Skills
realizing the danger of these creatures, drove them The Swamp Lord’s class skills (and the key ability
into extinction. Yet, the Ssanu were not finished; they for each skill) are Autohypnosis (Wis), Climb (Str),
took with them many of the dead halflings and set to Concentration (Con), Craft (Int), Handle Animal (Cha),
discovering how these creatures could use psionics. Knowledge (Arcana) (Int), Knowledge (Geography)
Centuries later, the Ssanu discovered the means to both (Int), Knowledge (Nature) (Int), Knowledge (Psionics)
implant the ability to use the mind as a weapon into (Int), Knowledge (Religion) (Int), Listen (Wis),
other creatures, and how to breed this ability into their Profession (Wis), Psicraft (Int), Spellcraft (Int), Spot
(Wis), Survival (Wis), Swim (Str), Use Magic Device
own kind.
Device (Cha).
In Living Arcanis the following class is (Cha), and Use Psionic
st level: (2 + Int) x 5
Skill
Points
at
1
restricted to denizens of Ssethregore. However, it
is conceivable that Ss’ressen val’Sosi that infiltrate Skill Points at Each Additional Level: 3 + Int
Ssethregore may be able to receive the training
necessary to take levels in these classes. Such a feat Class Features
may be possible in the future once the Ss’ressen Weapon and Armor Proficiency: The Swamp Lord is
val’Sosi have come of age.
proficient with all simple weapons and the following
additional weapons: longbow, scimitar, and shortbow.
The Swamp Lord is proficient with light and medium
Swamp Lord of Pit Sseth
Within the dark passages of Pit Sseth, ancient Ssanu plot armor, but is prohibited from wearing metal armor; a
and toil to return their kind to the throne of the Empire Swamp Lord is not proficient in any shields.
A Swamp Lord who wears prohibited armor
they founded. Some look for new means to wrest control
loses
access
to all Supernatural abilities, all Spellfrom the Dark Naga and their Varn deities, while some
like
Abilities,
the ability to manifest power, and the
others look back to the ancient powers that granted
them unrivalled control over the swamps. During the ability to cast spells while doing so and for 24 hours
ancient times of the Yhassremore Empire, the Ssanu of thereafter.
Pit Sseth held dominion over the swamps.
27
CORE CLASSES ▪ Swamp Lord of Pit Sith
Caster and Manifester Level: The Swamp Lord has
the ability to both cast spells and manifest powers. Due
to this strange dichotomy of power, the Swamp Lord
has some special differences from normal manifesters
and casters.
When casting a spell or manifesting a power,
the Swamp Lord has a manifester or caster level equal
to two-thirds his class level (round down), as indicated
on the second class table. This reduced caster or
manifester level determines all level-dependent effects
of the spell or power, such as range, duration, and
effect.
However, once a spell or power comes into
effect, efforts to dispel it must succeed as if the Swamp
Lord’s caster or manifester level was equal to his total
class level.
Example: A 12th-level Swamp Lord casts
greater magic fang. The spell is cast as if the Swamp
Lord were 8th-level (granting a +2 enhancement bonus),
yet if a foe were to try and dispel the effect once the
spell was cast, they must succeed against a 12th-level
caster.
Power Points per Day: A Swamp Lord’s ability to
manifest powers is limited by the power points he has
available. His base daily allotment of power points
is given on Table 2-10: Swamp Lord Casting and
Manifesting. In addition, he receives bonus power
points per day if he has a high Intelligence score (see
Table 2-1: Ability Modifiers and Bonus Power Points).
Use the Swamp Lord’s special reduced manifester
level to determine bonus power points from having a
high ability score, not the entire class level. His race
may also provide bonus power points per day, as may
certain feats and items.
Table 2-9: The Swamp Lord
28
Class
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Base Attack
Bonus
+0
+1
+2
+2
+3
+3
+4
+5
+5
+6/+1
+6/+1
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+11/+6/+1
+12/+7/+2
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Powers Known: A Swamp Lord learns three powers
when he gains the ability to manifest powers at second
level. Each time thereafter that he achieves a new
level, he unlocks the knowledge of a new power, or
sometimes more than one power.
Choose the powers known from the Swamp Lord class
list. A Swamp Lord can manifest any power that has
a power point cost equal to or lower than his special
reduced manifester level (not his entire class level).
The number of times a Swamp Lord can
manifest powers in a day is limited only by his daily
power points.
A Swamp Lord simply knows his powers;
they are ingrained in his mind. He does not need to
prepare them (in the way that some spellcasters prepare
their spells), though he must get a good night’s sleep
each day to regain all his spent power points.
The Difficulty Class for saving throws against
a Swamp Lord’s powers is 10 + the power’s level + the
Swamp Lord’s Intelligence modifier.
Maximum Power Level Known: A Swamp Lord gains
the ability to learn 1st-level powers when he gains the
ability to manifest powers. As he attains higher levels,
a psion may gain the ability to master more complex
powers.
To learn or manifest a power, a Swamp Lord
must have an Intelligence score of at least 10 + the
power’s level.
Spells: A Swamp Lord casts divine spells, which are
drawn from the Swamp Lord spell list. A Swamp Lord
must choose and prepare his spells in advance (see
below).
Special
Solitary Life, Aura of Faith, Domain, Yig’s Corruption
Swamp Stride
Trackless Step
Swamp Healing 1
Entangle (1/day)
Ignore Elements
Verdant Skin
Swamp Healing 2
Entangle (2/day)
Domain, Plant Growth (1/week)
Kassegore’s Fury
Swamp Healing 3
Entangle (3/day)
Plant Growth (2/week)
Swamp Healing 4
Ageless
Swamp Healing 5, Plant Growth (4/week)
Swamp Lord of Pit Sith ▪ CORE CLASSES
To prepare or cast a spell, a Swamp Lord must
have a Wisdom score equal to at least 10 + the spell
level. The Difficulty Class for a saving throw against a
Swamp Lord’s spell is 10 + the spell level + the Swamp
Lord’s Wisdom modifier.
Like other spellcasters, a Swamp Lord can
only cast a certain number of spells of each spell level
per day. His base daily spell allotment is given on
Table 2-10: Swamp Lord Casting and Manifesting.
In addition, he receives bonus spells per day if he has
a high Wisdom score. A Swamp Lord also gets one
domain spell of each spell level of 1st-level and higher
that he can cast. When a Swamp Lord prepares a spell
in a domain spell slot, it must come from his domain
(see Domain below). If the Swamp Lord has two
domains, then he must choose which domain spell of
each level to prepare; he may not prepare both (unless
they also appear on his usual spell list, in which case he
must prepare them in his normal spell slots).
Swamp Lords meditate or pray for their spells.
Each Swamp Lord must choose a time at which he
must spend 1 hour each day in quiet contemplation
or supplication to regain his daily allotment of spells.
Time spent resting has no effect on whether a cleric can
prepare spells. A Swamp Lord may prepare and cast
any spell on the Swamp Lord spell list, provided that he
can cast spells of that level, but he must choose which
spells to prepare during his daily meditation.
Solitary Life (Ex): The Swamp Lord may never have a
psicrystal, familiar, or animal companion. If he does, he
immediately loses all Supernatural abilities, all Spelllike Abilities, the ability to manifest power, and the
ability to cast spells. He only regains these abilities 24
hours after the offending companion is dead.
Aura of Faith (Su): As a divine caster, a Swamp Lord
has a discernable aura of faith. The strength of this aura
is equal to the Swamp Lord’s caster level.
Domain (Ex): At 1st level, and again at 10th level, the
Swamp Lord may select one domain from the list that
is normally available to clerics of his chosen god. Once
selected, this choice may not be changed.
Yig’s Corruption (Ex): At first level, the Swamp Lord
starts to transform into a plant creature. This grants
him a tougher skin, like bark, which grants a +2 bonus
to natural armor. His skin also produces food through
photosynthesis, meaning he only needs one-quarter of
the food that a normal member of his species requires.
Swamp Stride (Ex): A 2nd level and higher, a Swamp
Lord may move through any sort of natural swamp or
marsh terrain without suffering a penalty to movement.
This does not extend to swamp or marsh terrain that have
been magically manipulated to impede movement.
Trackless Step (Ex): Starting at 3rd level, a Swamp
Lord leaves no trail within a swamp and cannot be
tracked. He may choose to leave a trail, if desired.
Swamp Healing (Su): Beginning at 4th level, the
Swamp Lord gains fast healing equal to one-quarter of
his Swamp Lord level. This fast healing only applies
within marshes and swamps (the definition of such is
the jurisdiction of the GM).
Table 2-10: Swamp Lord Casting and Manifesting
Class
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Caster and
Manifester
Level
0
1
2
2
3
4
4
5
6
6
7
8
8
9
10
10
11
12
12
13
Power
Points /Day
—
2
4
6
11
15
17
25
30
35
46
52
58
72
80
88
106
116
126
147
Powers
Known
—
3
4
5
7
8
9
11
12
13
15
16
17
19
20
21
22
23
24
25
Maximum
Power Level
Known
—
1st
1st
1st
2nd
2nd
2nd
3rd
3rd
3rd
4th
4th
4th
5th
5th
5th
6th
6th
6th
7th
0th
—
3
4
4
4
5
5
5
5
5
5
5
5
6
6
6
6
6
6
6
1st
—
1+1
1+1
2+1
2+1
2+1
2+1
2+1
2+1
3+1
3+1
3+1
3+1
3+1
3+1
3+1
3+1
3+1
3+1
3+1
Spells per Day
2nd 3rd 4th 5th
— — — —
— — — —
— — — —
— — — —
1+1 — — —
1+1 — — —
2+1 — — —
2+1 1+1 — —
2+1 1+1 — —
2+1 2+1 — —
2+1 2+1 1+1 —
2+1 2+1 1+1 —
3+1 2+1 2+1 —
3+1 2+1 2+1 1+1
3+1 2+1 2+1 1+1
3+1 3+1 2+1 2+1
3+1 3+1 2+1 2+1
3+1 3+1 2+1 2+1
3+1 3+1 3+1 2+1
3+1 3+1 3+1 2+1
6th
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
1+1
1+1
2+1
2+1
7th
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
1+1
29
CORE CLASSES ▪ Mist Wander
Entangle (Sp): At 4th level, the Swamp Lord can exert
minor control over the plants around him. This control
mimics the entangle spell. The save DC against this
effect is 10 plus one-third (round down) your Swamp
Lord level plus Wisdom modifier.
Mist Wanderer
We move within the Silence, we teach within the
Silence, and most importantly we operate within the
Silence. Conceal your motives, always. Conceal your
nature, always. Conceal your existence, always.
~ Dictum of the Mist Wanderer
Ignore Elements (Ex): At 6th level, the Swamp Lord
may ignore all natural weather effects. They simply
The Mist Wanderers are trained within the
have no effect on the Swamp Lord’s physiology. Citadel of Silence and serve primarily as sleeper-agents
Weather that has been tampered with still affects the of the Silence. They are trained at deception, guile,
Swamp Lord.
and the ability to mask their own abilities from others.
However, some number of Mist Wanderers are also
Verdant Skin (Ex): At 7th level, the Swamp Lord’s charged with greater duties than merely watching; they
transformation takes another step forward. His anatomy are charged with actively supporting the efforts and
has changed such that there is now only a 50% chance goals of the Silence.
of a critical hit (or sneak attack) dealing damage. The
Races: The Silence have the ability to instill
hit still deals damage as a normal hit, but it is more any servant with the ability to use preternatural psionics;
difficult to find vital spots.
thus a Mist Wanderer may be of any race.
As part of this change, the Swamp Lord gains
Abilities: The key abilities for a Mist Wanderer
a +4 bonus to Natural Armor. This stacks with the are Dexterity and Charisma, as their ability to disguise
bonus from Yig’s Corruption. This bonus doubles at their nature is based largely on those two ability scores.
18th level to +8.
A strong Intelligence is also useful as their manifesting
ability is based off that ability score, and the added
Plant Growth (Sp): At 10th level, a Swamp Lord may skills can be important.
use the plant growth spell once per week. She gains
Multiclassing: Mist Wanderers usually
one additional use of this spell at 15th level, and two multiclass with the Rogue class. They find it difficult
at 20th level.
to receive training in any psionic regimes that are not
taught by the Silence itself, since their preternatural
Kassegore’s Fury (Su): At 11th level, the Swamp abilities tend to bleed over, usually resulting in the
Lord may draw upon the fury, rage and destructive death of the Mist Wanderer. In Living Arcanis, Mist
capabilities of Kassegore, the Great Devourer. Once Wanderers may multiclass into rogue, psion, psychic
per week, the Swamp Lord may utilize this rage to warrior, soulknife, wilder, and any prestige class
duplicate the righteous might spell. At 19th level, he specific to the Silence.
gains one additional use of this each week.
Class Requirements
Ageless (Ex): At 18th level, the Swamp Lord’s type Race: Any race.
changes to Plant. This grants him all the benefits and Alignment: Any alignment.
drawbacks of the Plant type. He also gains the Aquatic Special: Must be a member of the Mourners in Silence;
subtype at this time. Due to his new type, the Swamp must not be devoted to any god.
Lord no longer accrues aging penalties. The Swamp
Lord still ages, but his natural lifespan is now one- Hit Die: d8
hundred times as long as normal members of his former Class Skills
race.
The Mist Wanderer’s class skills (and the key ability for
each skill) are Autohypnosis (Wis), Bluff (Cha), Climb
(Str), Concentration (Con), Craft (Int), Diplomacy
Servants of the Silence
The Citadel of Silence, the forbidding and remote (Cha), Disguise (Cha), Forgery (Int), Gather Information
edifice that it is, serves as one of the training centers (Cha), Intimidate (Cha), Jump (Str), Knowledge (All,
of the servants of the Silence. There are many training individually taken) (Int), Listen (Wis), Profession
regimes within the Silence; however, the most common (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft
amongst their human and human-blooded servants (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha),
is the Mist Wanderer. The training is both rigorous and Use Psionic Device (Cha).
st
and thorough, teaching the Mist Wanderer to conceal Skill Points at 1 level: (4 + Int) x 4
their abilities through guile and more. However, this Skill Points at Each Additional Level: 4 + Int
knowledge comes with a price, for those who would
undertake such specific training from the Silence are Class Features
forever bound to serve their goals or be destroyed.
Weapon and Armor Proficiency: The Mist Wanderer
In Living Arcanis any PC who is a member of the is proficient with all simple and martial weapons. The
Mourners in Silence may take levels in the Mist Mist Wanderer is proficient with light armor, medium
Wanderer class. If the PC ever abandons the Mourners armor, and shields (except tower shields).
in Silence, that PC is irrevocably destroyed, with no
recourse or means of returning.
30
Mist Wanderer ▪ CORE CLASSES
Manifester Level: Beginning at 4th level, a Mist
Wanderer has the ability to manifest a number of
psionic powers. Through 3rd level, a Mist Wanderer has
no manifester level, while at 4th level and higher the
Mist Wanderer’s manifester level is one half her Mist
Wanderer level.
A Mist Wanderer makes use of preternatural
psionics and is qualified to learn preternatural powers.
Power Points / Day: A Mist Wanderer’s ability to
manifest powers is limited by the power points she
has available. Her base daily allotment of power
points is given on Table 2-11: The Mist Wanderer. In
addition, she receives bonus power points per day if
she has a high Intelligence score (see Table 2-1: Ability
Modifiers and Bonus Powers Points from the System
Reference Document). A Mist Wanderer’s class levels
only count as half levels (round down) for determining
bonus power points (since manifester level determines
bonus power points).
prepare them (in the way that some spellcaster prepare
their spells), though she must get a good night’s sleep
each day to regain all her spent power points.
The Difficulty Class for saving throws against
Mist Wanderer powers is 10 + the power’s level + the
Mist Wanderer’s Intelligence modifier.
Maximum Power Level Known: A Mist Wanderer
gains the ability at 4th level to learn 1st-level powers.
As she attains higher levels, she may gain the ability to
master more complex powers.
To learn or manifest a power, a Mist Wanderer
must have an Intelligence score of at least 10 + the
power’s level.
Aura of Silence (Ex): The Mist Wanderer is psionically
aware, gaining the Psionic subtype. However, the source
of the Mist Wanderer’s psionic abilities is preternatural.
Any attempt to discern the Mist Wanderer’s source of
power has a chance of succeeding equal to the Mist
Wanderer’s manifester level (minimum 1%, reaching
Powers Known: A Mist Wanderer begins play knowing a maximum of 10% at 20th level). However, as the
no powers. At 4th level when she gains her manifesting Mist Wanderer does not have a manifester level until
abilities, she immediately learns 2 powers and one 4th level, their psionic power source cannot even be
additional power at each level thereafter.
detected until such a time.
Choose the powers known from the Mist
Wanderer power list. A Mist Wanderer can manifest Stealthy Nature (Ex): At 2nd level, the Mist Wanderer
any power that has a power point cost equal to or lower gains the Stealthy feat as a bonus feat.
than her manifester level. The total number of powers a
Mist Wanderer can manifest in a day is limited only by Preternatural Saves (Su): A 2nd-level and higher Mist
her daily power points.
Wanderer gains their Charisma bonus as a bonus to all
A Mist Wanderer simply knows her powers; saving throws. This ability is a preternatural psionic
they are ingrained in her mind. She does not need to ability.
Table 2-11: The Mist Wanderer
Class
Level
1st
2nd
Base Attack
Bonus
+0
+1
Fort
Save
+0
+0
Ref
Save
+2
+3
Will
Save
+2
+3
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Aura of Silence
Stealthy Nature,
Preternatural Saves
Imprint Stone, Mimicry
Faithless (+2)
Preternatural Immunity
Faithless (+3)
Touched by Entropy
Faithless (+4)
Soothing Aura
Faithless (+5)
Masquerade
Power
Maximum
Points / Powers Power Level
Day
Known
Known
1
--1
--1
1
2
4
6
9
11
14
17
21
25
30
35
41
46
52
58
65
-2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
-1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
4
31
CORE CLASSES ▪ Mist Wanderer
Imprint Stone (Ex): The Mist Wanderer gains the Soothing Aura (Su): At 16th level, the general lassitude
Imprint Stone feat as a bonus feat at 4th level.
of the Mist Wanderer becomes strong enough to
influence those around her. She may, as a free action,
Mimicry (Ex): A Mist Wanderer can attempt to disguise start or stop emitting this aura which has a 10-foot
her preternatural powers as normal psionic (or magic) radius. Creatures within the aura suffer a -2 penalty to
powers. Whenever the Mist Wanderer starts to manifest attack rolls and saving throws. This is a preternatural
a power she may make a Psicraft check with a DC of psionic effect.
20 + power level. Success on this first check allows
her to then make the secondary Bluff check. The DC Masquerade (Ex): A 20th-level Mist Wanderer can
for the Bluff check is 20 + power level to disguise the create effects, using preternatural psionics, that exactly
power as a normal psionic power, or 25 + power level duplicate arcane spells. Add the Arcane Masquerade
to disguise the power as an arcane or divine spell.
power to the Mist Wanderer’s powers known.
If the Mist Wanderer is successful then
a Spellcraft or Psicraft check will not reveal the
duplicity.
If the secondary Bluff check failed, then a DC
20 + power level Spellcraft check or Psicraft check will
reveal the duplicity. Failing the initial Psicraft check
does not cause the power to fail; however, it also allows
people to automatically realize that the Mist Wanderer
was using preternatural psionics.
This ability does not prevent non-mundane
means of detecting preternatural powers from
functioning; however, the Mist Wanderer’s Aura of
Silence ability does function to impede such detection.
Faithless (Ex): A Mist Wanderer believes that the
gods are dead, false, or otherwise unable to assist
their worshippers. This general lack of faith becomes
stronger as the Mist Wanderer reaches higher levels.
Starting at 6th level, the Mist Wanderer receives a +2
bonus to all saving throws made to resist divine spells.
Every four levels thereafter, this bonus increases by +1
(reaching a maximum of +5 at 18th level).
If a divine spell requires no saving throw, but
uses an attack to hit, then you receive the above bonus
as a dodge bonus to Armor Class instead. If a spell uses
both an attack roll and offers a saving throw, you only
gain the bonus to saving throws.
Preternatural Immunity (Ex): Starting at 8th level,
a Mist Wanderer is immune to all diseases, whether
supernatural or not.
Touched by Entropy (Ex): At 12th level, the influences
of the Silence are slowly changing the Mist Wanderer,
tainting him with the lightest touches of Entropy. A
Mist Wanderer now qualifies to take Entropic feats
(without needing to possess the Entropic subtype);
however, the Mist Wanderer may not have more than
one Entropic feat per six levels (two at level 12, and
three at level 18).
Furthermore, this ability also grants one
Entropic feat as a bonus feat at level 12; the Mist
Wanderer must meet all the requirements for the
selected feat.
32
Autohypnosis ▪ SKILLS AND FEATS
Chapter Three: Skills and Feats
can make additional checks for each additional page.
You always retain this information; however, you can
The skills below are either new skills or new uses and recall it only with another successful Autohypnosis
categories for existing skills. All of these skills are used check.
Resist Dying: You can attempt to
by the various classes and prestige classes within this
subconsciously prevent yourself from dying.
book.
If you have negative hit points and are
losing hit points (at 1 per round,
Autohypnosis
1 per hour), you can substitute
(Wis; Trained Only)
a DC 20 Autohypnosis check
You have trained your mind to gain mastery over
for your d% roll to see if
your body and the mind’s own deepest capabilities.
you become stable. If the
Check: The DC and the effect of a successful
check is successful, you
check depend on the task you attempt.
stop losing hit points (you
Task
DC
do not gain any hit points,
Ignore caltrop wound 18
however, as a result of the
check). You can substitute
Memorize
15
this check for the d% roll
Resist dying
20
in later rounds if you are
Fear DC
Resist fear effect
initially unsuccessful.
Tolerate poison
Poison’s DC
Resist Fear: In
Willpower
20
response to any fear effect,
you make a saving throw
Ignore Caltrop Wound: If
normally. If you fail the
you are wounded by stepping on
saving throw, you can make
a caltrop, your speed is reduced
an Autohypnosis check on
to one-half normal. A successful
your next round even while
Autohypnosis check removes this
overcome by fear. If your
movement penalty. The
autohypnosis check meets
wound doesn’t go away—
or beats the DC for the fear
it is just ignored through
effect, you shrug the fear
self-persuasion.
off. On a failed check, the
Memorize: You can
fear affects you normally,
attempt to memorize a long string
and you gain no further
of numbers, a long passage of
attempts to shrug that
verse, or some other particularly
particular fear effect off.
difficult piece of information
Tolerate Poison:
(but you can’t memorize magical
You can choose to
writing or similarly exotic scripts).
substitute an Autohypnosis
Each successful check allows
check for a saving throw
you to memorize a single page of
against any standard
text (up to 800 words), numbers,
poison’s
secondary
diagrams, or sigils (even if you
damage or effect. This skill
don’t recognize their meaning). If a
has no effect on the initial
document is longer than one page, you
saving throw against poison.
Skills
Table 3-1: Skill Synergies
5 or more ranks in. . .
Gives a +2 bonus on. . .
Autohypnosis
Knowledge (Psionics) checks
Concentration
Autohypnosis checks
Examine Martial Technique
Knowledge (Warfare and Tactics) checks
Knowledge (Psionics)
Psicraft
Knowledge (Science)
Craft (Flesh) checks 1
Knowledge (Warfare and Tactics)
Examine Martial Technique
Psicraft
Use Psionic Device checks involving power stones
Use Psionic Device
Psicraft checks to address power stones
1 The Craft (Flesh) skill does not give Living Arcanis PCs any special abilities or access to any special items.
Indeed, it probably provokes revulsion and a potential removal of the character from legal play if used.
33
SKILLS AND FEATS ▪ Concentration
Willpower: If reduced to 0 hit points (disabled),
you can make an Autohypnosis check. If successful,
you can take a normal action while at 0 hit points
without taking 1 point of damage. You must make a
check for each strenuous action you want to take. A
failed Autohypnosis check in this circumstance carries
no direct penalty—you can choose not to take the
strenuous action and thus avoid the hit point loss. If you
do so anyway, you drop to –1 hit points as normal when
disabled.
Action: None. Making an Autohypnosis check doesn’t
require an action; it is either a free action (when
attempted reactively) or part of another action (when
attempted actively).
Try Again: Yes for memorize and willpower uses,
though a success doesn’t cancel the effects of a
previous failure. No for the other uses.
Synergy: If you have 5 or more ranks in Autohypnosis,
you get a +2 bonus on Knowledge (psionics) checks.
If you have 5 or more ranks in Concentration, you get
a +2 bonus on Autohypnosis checks.
Concentration (Con)
You are particularly good at focusing your mind.
The following are additional uses for the
concentration skill.
Check: You must make a Concentration check whenever
you might potentially be distracted (by taking damage,
by harsh weather, and so on) while engaged in some
action that requires your full attention. Such actions
include manifesting a power, concentrating on an active
power, directing a power, or using a psi-like ability.
If the Concentration check succeeds, you can
continue with the action as normal. If the check fails,
the action automatically fails and is wasted. If you were
in the process of manifesting a power, the power points
Concentration DC 1
10 + damage dealt
10 + half of continuous damage last dealt
15 + power level
15 + power level
15
15
Distracting power’s save DC
20
20
are lost. If you were concentrating on an active power,
the power ends as if you had ceased concentrating on
it. If you were directing a power, the direction fails but
the power remains active. If you were using a psi-like
ability, that use of the ability is lost.
The table below summarizes various types of
distractions that cause you to make a Concentration
check. If the distraction occurs while you are trying
to manifest a power, you must add the level of the
power you are trying to manifest to the appropriate
Concentration DC.
Gain Psionic Focus: Merely holding a
reservoir of psionic power points in mind gives psionic
characters a special energy. Psionic characters can put
that energy to work without actually paying a power
point cost—they can become psionically focused as a
special use of the Concentration skill.
If you have 1 or more power points available,
you can meditate to attempt to become psionically
focused. The DC to become psionically focused is
20. Meditating is a full-round action that provokes
attacks of opportunity. When you are psionically
focused, you can expend your focus on any single
Concentration check you make thereafter. When you
expend your focus in this manner, your Concentration
check is treated as if you rolled a 15. It’s like taking 10,
except that the number you add to your Concentration
modifier is 15. You can also expend your focus to gain
the benefit of a psionic feat—many psionic feats are
activated in this way.
Once you are psionically focused, you
remain focused until you expend your focus, become
unconscious, or go to sleep, or until your power point
reserve drops to 0.
Distraction
Damaged during the action. 2
Taking continuous damage during the action. 3
Attempting to manifest a power without its display.
Attempting to manifest a power defensively.
Attempt to regain psionic focus defensively. 5
Entangled.
Distracted by nondamaging power. 4
Gain psionic focus.
Grappling or pinned. (You can manifest powers normally unless
you fail your Concentration check.)
Distracting power’s save DC
Weather caused by power 4
1 If you are trying to manifest, concentrate on, or direct a power when the distraction occurs, add the level of
the power to the indicated DC.
2 Such as during the manifestation of a power with a manifesting time of 1 round or more. Also from an
attack of opportunity or readied attack made in response to the power being manifested (for powers with a
manifesting time of 1 action) or the action being taken (for activities requiring no more than a full-round
action).
3 Such as from standing in natural fire or lava.
4 If the power allows no save, use the save DC it would have if it did allow a save.
5 This check does not replace the normal check for regaining psionic focus; it simply prevents the action from
drawing attacks of opportunity.
34
Examine Martial Technique ▪ SKILLS AND FEATS
Action: Usually none. In most cases, making a
Concentration check doesn’t require an action; it is
either a free action (when attempted reactively) or part
of another action (when attempted actively). Meditating
to gain psionic focus is a full-round action.
Try Again: Yes, though a success doesn’t cancel the
effects of a previous failure, such as the loss of the
power points for a power being manifested or the
disruption of a power being concentrated on.
Special: You can use Concentration to manifest a power
or use a psi-like ability defensively, so as to avoid
attacks of opportunity altogether. The DC of the check
is 15 + the power’s level. If the Concentration check
succeeds, you can manifest normally without provoking
any attacks of opportunity. If the Concentration check
fails, the power also automatically fails and the power
points are wasted, just as if your concentration had
been disrupted by a distraction.
A character with the Combat Manifestation
feat gets a +4 bonus on Concentration checks made to
manifest a power or use a psi-like ability while on the
defensive or while grappling or pinned.
You can also use Concentration to regain
your psionic focus defensively, so as to avoid attacks
of opportunity. The DC of the check is 15. If the
Concentration check succeeds, you can regain your
focus normally without provoking any attacks of
opportunity. If the Concentration check fails, the attempt
also automatically fails and action is disrupted.
Synergy: If you have 5 or more ranks in
Concentration, you get a +2 bonus on Autohypnosis
checks.
Examine Martial Technique
(Wis; Trained Only)
You can discern the training and training methods of
your foes.
Check: By spending one full round doing nothing but
watching an opponent engaged in combat, a character
with this skill can analyze the opponent’s prowess. On
a successful skill check (DC = 10 + BAB of the target
studied) the GM divulges the subject’s total modifiers
for attack and damage, and how many of these points
are the result of training (i.e., the subject’s level), magic
(i.e., spells or magic items), special abilities (i.e., classspecific modifiers or feats), and also what combat style
(if any, see the Player’s Guide to Arcanis for details of
the Combat Styles of Onara) the target may be using.
Opposing Feint in Combat: You may use
this skill in place of Sense Motive when making the
opposed check to not be subject to a feint.
Action: Examining an opponent’s martial technique
takes one full round.
Try Again: Yes.
Synergy: If you have 5 or more ranks in Examine
Martial Technique you receive a +2 bonus to Knowledge
(Warfare and Tactics) checks.
If you have 5 or more ranks in Knowledge
(Warfare and Tactics) you receive a +2 bonus to
Examine Martial Technique checks.
Knowledge (Psionics)
(Int)
Knowledge (psionics) covers ancient mysteries, psionic
traditions, psychic symbols, cryptic phrases, astral
constructs, and psionic races. You can use this skill to
identify psionic monsters and their special powers or
vulnerabilities.
Synergy: If you have 5 or more ranks in Knowledge
(psionics), you get a +2 bonus on Psicraft checks.
If you have 5 or more ranks in Autohypnosis,
you get a +2 bonus on Knowledge (psionics) checks.
Untrained: An untrained Knowledge (psionics) check
is simply an Intelligence check. Without actual training,
you know only common knowledge (DC 10 or lower).
Knowledge (Science)
(Int)
Medieval people did not distinguish between science
and magic but considered them one and the same.
Because Arcanis has some elements of “technology”
about it (flintlock weaponry for example), magic and
science are most properly represented as distinct areas
of study.
Knowledge (science) covers behavioral
science, mathematics, philosophy, physical science,
and other sciences not covered by other knowledge
skills. This skill also covers: alchemy, astronomy,
chemistry, experimentation, geology, geometry, logic,
metallurgy, physics, and psychology.
You can use this skill to identify monsters
with the clockwork subtype (see Magic of Arcanis
and Monsters of Arcanis for details) and their special
powers or vulnerabilities.
Synergy: If you have 5 or more ranks in the Knowledge
(science: metallurgy) specialization, you get a +2
bonus on Craft checks that are directly affected by the
smelting and forging of ores.
Untrained: An untrained Knowledge (science) check is
simply an Intelligence check. Without actual training,
you know only common knowledge (DC 10 or lower).
Knowledge (Warfare and Tactics)
(Int)
Most of the knowledge that is covered by this
knowledge skill is also covered by other knowledge
skills. For example, knowledge (architecture and
engineering) might reasonably cover an assessment
of siege engineering and fortifications. Recalling the
specifics of ancient battles might fall under knowledge
(history), and so forth.
Knowledge (warfare and tactics) covers armor,
arms and weaponry, assessing combat odds, conduct
of warfare, defenses, disposing and maneuvering
forces in combat, cultural histories of warfare, military
history, military leaders, military units, naval warfare,
psychological warfare, sapping, siege tactics, strategy,
supply lines, tactics, evaluating terrain, trenches
and embankments, large troop movements, and war
machines.
35
SKILLS AND FEATS ▪ Psicraft
Synergy: If you have 5 or more ranks in Knowledge
(warfare and tactics), you get a +2 bonus on Examine
Martial Technique checks.
If you have 5 or more ranks in Knowledge
(warfare and tactics), you get a +2 bonus on Spot
checks to see enemy troops lying in ambush.
If you have 5 or more ranks in Examine
Martial Technique, you get a +2 bonus on Knowledge
(Warfare and Tactics) checks.
Special: Any character with access to Military feats
(see the Player’s Guide to Arcanis for details) gains
Knowledge (Warfare and Tactics) as a class skill for
all classes.
Untrained: An untrained Knowledge (warfare and
tactics) check is simply an Intelligence check. Without
actual training, you know only common knowledge
(DC 10 or lower).
Psicraft
(Int; Trained Only)
Use this skill to identify powers as they are manifested
or powers already in place.
Check: You can identify powers and psionic effects.
The DCs for Psicraft checks relating to various tasks
are summarized on the table below.
Additionally, certain powers allow you to
gain information about psionic effects, provided that
you make a successful Psicraft check as detailed in the
power description.
Action: Varies, as noted above.
Try Again: See above.
Special: A psion gains a +2 bonus on Psicraft
checks when dealing with a power or effect from his
discipline.
If you have the Psionic Affinity feat, you get a
+2 bonus on Psicraft checks.
Synergy: If you have 5 or more ranks in Psicraft, you
get a +2 bonus on Use Psionic Device checks related
to power stones.
If you have 5 or more ranks in Use Psionic
Device, you get a +2 bonus on Psicraft checks to
address power stones.
Psicraft DC
15 + power level
15 + power level
15 + power level
20 + power level
20 + power level
25 + power level
25
20
30 or higher
36
Research
(Int)
Use this skill to search a library, or similar written
collection of knowledge, for a specific set of
information.
Check: Given access to a library, you can search for
specific information. You may attempt to use a library
to answer questions that would normally be answered
by a Knowledge skill, even if you do not possess any
ranks in that skill.
A DC 10 Research check gets you a general
idea of a broad topic, assuming it is not secret or
censored. The higher the check result, the better the
information. If you want to find out about a specific
fact, the DC for the check is 15 to 25, or even higher. In
general, the DC for the Research check is the same as
that for the corresponding Knowledge check. You may
choose to take 10 on a Research check.
Table 3-2: Research Modifiers
Library Size
Private (100–200 books)
Small (200–2,000 books)
Medium (2,000–20,000 books)
Large (20,000–200,000 books)
Expansive (200,000+ books)
Library Specialty
Specialization Mis-match
General
Specialized Match
Sub-specialization Match
Modifier
-10
-5
0
+5
+10
Modifier
-10
0
+5
+10
Action: Using the Research skill requires access to a
library. A typical Research check takes 1d4+1 hours.
Taking 20 on a typical Research check takes about
70 hours spread out over multiple days; when taking
20 you do receive the +2 competence bonus for a
successive retry (see below).
Libraries may be of various sizes, and may
be either general in nature (such as a typical public or
Task
Identify a power being manifested. (You must sense the power’s display, or see some
visible effect, to identify a power.) No action required. No retry.
When manifesting detect psionics, determine the discipline involved in the aura of a
single item or creature you can see. (If the aura is not a power effect, the DC is 15 + 1/2
manifester level.) No action required.
Address a power stone to figure out what power or powers it contains.
Identify a power that’s already in place and in effect. You must be able to see or detect
the effects of the power. No action required. No retry.
Identify materials created or shaped by psionics, such as noting that a particular object
was created using a metacreativity power. No action required. No retry.
After rolling a saving throw against a power targeted on you, determine what that power
was. No action required. No retry.
Identify a psionic tattoo. Requires 1 minute. No retry.
Draw a diagram to enhance manifestation of psionic dimensional anchor on a summoned
creature. Requires 10 minutes. No retry. The player does not see the result of this check.
Understand a strange or unique psionic effect, such as the effects of an outcrop of
psionically resonant crystal. Time required varies. No retry.
Use Psionic Device ▪ SKILLS AND FEATS
university library) or highly specialized (such as a library
belonging to a sage who only studies certain types of rare
herbs).The characteristics of the library can help or hinder
you. DC modifiers based on the library’s characteristics
are found on Table 3-2: Research Modifiers. If a
particular library does not contain the information you
seek, a single successful skill check against DC 20 will
reveal this fact, but do not include library modifiers for
considering that aspect of the check.
Large libraries in major cities might offer the
services of paid research assistants. A typical research
assistant commands a fee of around 2 gold pieces per
day (though prices vary widely). Using a research
assistant cuts the time needed to perform a typical
Research check by 5 percent for each assistant utilized.
The maximum reduction you can gain in this fashion
is 25 percent, no matter how many research assistants
you employ, because you still have to take time to
coordinate and review their efforts.
A truly cosmopolitan library (of which there
are only a handful in the world of Arcanis) might even
be able to provide you with a reference to one or more
senior librarians or local sages, whose fees are much
higher (at least 20 gp per day) but who are better
able to guide your research due to their encyclopedic
knowledge of which tomes are and are not contained
in the library. Employing expert help can reduce the
time needed to perform research by anywhere from 25
percent to 50 percent or more, depending on how much
you are willing to pay and the GM’s assessment of how
useful their help will be.
Try Again: Yes, but it takes time for each check.
You get a non-cumulative +2 competence bonus for
successive retries on the same search.
Special: The GM may declare that any particular fact is
easier or harder to find in a particular library, and some
libraries will not cover some topics at all.
The size and specialization (if any) of the
library used strongly affects the results of your research
as per the table above. Specialized libraries have books
pertaining primarily to a specific topic. For example,
researching religion at a large library specialized in
history gives the same net modifier as using a small
general library. Researching the history of Coryan in
a private library with a sub-specialization in Coryani
history gives the same net modifier as a medium
general library.
Synergy: If you have at least 1 rank in the appropriate
knowledge skill for the topic you are researching, you
get a +1 synergy bonus on the Research check. If you
have 5 or more ranks in the appropriate knowledge
skill, you instead get a +2 synergy bonus on the
Research check.
Restriction: Literacy is obviously a prerequisite for the
use of this skill. If the library has a fair number of books
written in different languages, the GM should assign a
penalty to Research skill checks if the character is only
able to read some of the languages.
Untrained: An untrained character takes twice as long
to perform research as a trained character. Thus, an
untrained character needs 2d4+2 hours to attempt a
typical Research check.
Use Psionic Device
(Cha; Trained Only)
Use this skill to activate psionic devices, including
power stones (chunks of crystal that store specific
powers) and dorjes (slender crystal wands charged with
several uses of the same power), that you otherwise
could not activate.
Check: You can use this skill to address a power stone
(to learn what powers are encoded on it) or to activate
a psionic item. This skill lets you use a psionic item as
if you had the manifesting ability or class features of
another class, as if you were a different race, or as if
you were a different alignment.
You make Use Psionic Device checks each
time you activate a device such as a dorje. If you are
using the check to emulate an alignment or some other
quality in an ongoing manner, you need to make the
relevant emulation checks once per hour.
You must consciously choose what to emulate.
That is, you must know what you are trying to
emulate when you make an emulation check. The DCs
for various tasks involving Use Psionic Device are
summarized on the table below.
Use Psionic Device DC
25
25 + power level
See text
30
20
25
20
20 + manifester level
Task
Activate blindly
Address a power stone
Emulate an ability score
Emulate an alignment
Emulate a class feature
Emulate a race
Use a dorje
Use a power stone
Activate Blindly: Some psionic items are activated
by special specific thoughts or conceptions. You can
activate such items as if you were using the activation
method, even if you’re not and even if you don’t know
it. You do have to use something equivalent. You have
to wave the item around or otherwise attempt to get
it to activate. You get a special +2 bonus if you’ve
activated the item at least once before.
If you fail the check by 10 or more, you suffer
brainburn. This brainburn affects you in the same way as
brainburn that can occur when you attempt to manifest a
power from a power stone, except that the damage is 1d4
points per power level instead of 1d6. Brainburn damage
from activating blindly is in addition to brainburn
damage from manifesting a power from a power stone.
Address a Power Stone: Successfully
addressing a power stone allows you to find out what
power or powers it contains. Doing this requires 1
minute of concentration.
Emulate an Ability Score: To manifest a
power from a power stone, you need a high ability
score in the appropriate ability. Your effective ability
score (appropriate to the class you’re emulating when
you try to manifest the power from the power stone) is
your check result minus 15. If you already have a high
enough score in the appropriate ability, you don’t need
to make this check.
37
SKILLS AND FEATS ▪ Feat List
Emulate an Alignment: Some psionic items
have positive or negative effects based on your
alignment. Use Psionic Device lets you use these items
as if you were of an alignment of your choice. You can
emulate only one alignment at a time.
Emulate a Class Feature: Sometimes you
need to use a class feature to activate a psionic item.
Your effective level in the emulated class equals your
check result minus 20. This skill does not let you
use the class feature of another class. It just lets you
activate items as if you had the class feature.
If the class whose feature you are emulating
has an alignment requirement, you must meet it, either
Table 3-3: Feats
General Feats
Antipsionic Magic 1
Prerequisites
Spellcraft 5 ranks
Autonomous
—
Chaotic Mind 1
Cha 15, chaotic alignment
Cloak Dance
Hostile Mind
Hide 10 ranks, Perform (dance) 2
ranks
—
Dex 15, base attack bonus +5
Ability to channel 6, base Will save
+5
Iron Will
Dex 17, Manyshot, Point Blank Shot,
Rapid Shot, base attack bonus +6
Cha 15
Improved Levitation
Ability to levitate
Closed Mind 1
Deadly Precision
Extra Channeling
Force of Will 1
Greater Manyshot 2
Expert Levitation
Knowledge of Millennia A
38
honestly or by emulating an appropriate alignment as a
separate check (see above).
You cannot emulate a class level higher than
20 using this skill.
Emulate a Race: Some psionic items work
only for certain races, or work better for those of
certain races. You can use such an item as if you were
a race of your choice. You can emulate only one race at
a time.
Use a Dorje: Normally, to use a dorje, you
must have the dorje’s power on your class power list.
This use of the skill allows you to use a dorje as if you
had a particular power on your class power list. This
Improved Levitation, Int 19
Legionnaire 3
Int 20, Wis 15, must be 1,000 years
or older
Native of the Coryani Empire
Mental Resistance 1
Mind Over Body
Base Will save +2
Con 13
Open Minded
Psionic Affinity
Psionic Hole 1
Rapid Metabolism
Reckless Offense
Riposte 2
Sidestep Charge
—
—
Con 15
Con 13
Base attack bonus +1
Combat Expertise, Weapon Finesse,
base attack bonus +6
Dex 13, Dodge
Stand Still
Str 13
Strength of the Coryani
Heart
Voices in the Silence 1 R
Native of the Coryani Empire
Wild Talent R
—
Iron Will
Benefit
+2 bonus to caster level checks to overcome power
resistance
+2 bonus to Autohypnosis and Knowledge (psionics)
checks
Psionic insight bonuses do not apply when used
against you or protecting against your attacks.
Use movement to obscure your position.
+2 bonus to saving throws against psionics.
Reroll 1s on sneak attack dice.
Gain two (or more) additional channeling uses each
day.
You can avoid psionic effects using your mind.
You are skilled at firing many arrows at once, even
at different opponents.
Your mind recoils violently against those who use
psionics against you.
You have an uncanny knack at controlling yourself
while levitating.
You are adept at fighting while levitating and accrue
penalties at a slower rate.
+4 bonus to all knowledge skills and use any two
knowledge skills untrained.
Skill bonuses, starting equipment and access to
Military feats
Gain damage reduction against psionic attacks.
You heal ability damage and burn more quickly than
normal.
You gain 5 skill points.
+2 bonus to Psicraft and Use Psionic Device checks.
Psionic foes lose power points when they attack you.
You heal damage more quickly than normal.
Sacrifice Armor Class for an attack bonus.
You can take attacks of opportunity against foes that
miss you while you are fighting defensively.
You are adept at dodging charging foes and taking
advantage when they miss.
Your attacks of opportunity can halt an opponent in
their tracks.
You gain holy bonuses when outnumbered.
You have a limited resistance to preternatural
psionics.
Your latent psionic power flares to life.
Feat List ▪ SKILLS AND FEATS
use of the skill applies to other power trigger psionic
items, if applicable.
Use a Power Stone: Normally, to manifest a
power from a power stone, you must have the power
stone’s power on your class power list. This use of the
skill allows you to use a power stone as if you had a
particular power on your class power list. The DC is
equal to 20 + the manifester level of the power you are
trying to manifest from the power stone.
Note: Before you use a power stone, you
must first have addressed it to determine what powers
it contains. In addition, manifesting a power from a
power stone requires a minimum score (10 + power
level) in the appropriate ability. If you don’t have a
high enough score, you must emulate the ability score
with a separate check (see above). This use of the skill
applies to other power completion psionic items.
Action: None. The Use Psionic Device check is made
as part of the action (if any) required to activate the
psionic item.
Try Again: Yes, but if you ever roll a natural 1 while
attempting to activate an item and you fail, you can’t
try to activate it again for a day.
Special: You cannot take 10 with this skill.
You can’t aid another on Use Psionic Device
checks. Only the user of the item can attempt such a
check.
A character with the Psionic Affinity feat gets
a +2 bonus on Use Psionic Device checks.
In Living Arcanis, a character whose skill
list includes Use Psionic Device automatically adds
Use Magic Device to his or her class skill list as well.
Similarly, any character with Use Magic Device on a
class skill list automatically adds Use Psionic Device
to his or her class skill list.
Synergy: If you have 5 or more ranks in Psicraft, you
get a +2 bonus on Use Magic Device checks related to
power stones.
If you have 5 or more ranks in Use Psionic
Device, you get a +2 bonus on Psicraft checks to
address power stones.
Psionic Feats
Prerequisites
Benefit
Aligned Attack 4
Combat Manifestation
Base attack bonus +6
—
Dual Construct
Expanded Insight
Focused Sunder 4
Manifester level 9th
Manifester level 3rd
Str 13, Power Attack, Improved
Sunder
Skill Focus (any two)
Base attack bonus +3
Attack gains alignment, +1d6 damage.
+4 bonus on Concentration checks for defensive
manifesting
You can maintain two astral constructs at once.
Learn one additional power from your class list.
Ignore half of a weapon’s hardness when
resolving a sunder attempt.
+2 bonus to two skills.
Gain two attempts to strike an incorporeal
creature.
You can strike incorporeal foes with impunity.
Focused Training 5
Ghost Attack 5
Greater Ghost Attack 4
Improved Counter-Manifesting
Inner Fury
Inquisitor 4
Mental Gymnastics 4
Mental Leap 4
Mind Blade Arsenal
Narrow Mind
Overchannel
Talented 4
Body Fuel
Power Penetration 4
Improved Power Penetration 4
Power Specialization
Greater Power Specialization
Ghost Attack, base attack bonus
+9
—
You can counter a power using one of higher
level from the same discipline.
Rage 6, manifester level 6th
Spend power points to extend your rage.
Wis 13
+10 bonus on Sense Motive checks to oppose
Bluff
Dex 17, Tumble 5 ranks
+10 bonus on Tumble checks
Str 13, Jump 5 ranks
+10 bonus on Jump checks
Mind blade 6, shape mind blade You are not limited in the shape of your mind
6, base attack bonus +10, martial blade.
weapon proficiency (all)
Wis 13
+4 bonus on Concentration checks to become
psionically focused
—
Take damage to increase your manifester level.
Overchannel
Take no damage from overchanneling some
powers.
Overchannel, Talented
Gain power points by burning ability scores.
—
Power Penetration, manifester
level 8th
Weapon Focus (ray), manifester
level 4th
Power Specialization, Weapon
Focus (ray), manifester level 12th
+4 bonus to defeat power resistance
+8 total bonus to defeat power resistance
+2 bonus damage to damaging powers.
+4 total bonus damage to damaging powers.
39
SKILLS AND FEATS ▪ Feat List
Psionic Feats
Prerequisites
Benefit
Prodigy (Psionic) 3
Manifester level 1st
Psicrystal Affinity
Improved Psicrystal
Psicrystal Focus
Psionic Body
Psionic Dodge 5
Psionic Defense 5
Manifester level 1st
Psicrystal Affinity
Psicrystal Affinity, manifester
level 3rd
—
Dex 13, Dodge
Dex 15, Psionic Dodge, Dodge
Once per day, increase your primary manifesting
ability score by 4 for determining the DC and
effects of one power.
Obtain a psicrystal.
Enhance your psicrystal.
You can store a psionic focus in your psicrystal.
Psionic Endowment 4
Greater Psionic Endowment 4
Psionic Fist 4
—
Psionic Endowment
Str 13
Greater Psionic Fist 4
Rapid Shaping
Str 13, Psionic Fist, base attack
bonus +5
Str 13, Psionic Weapon, base
attack bonus +5
Wis 13, Concentration 7 ranks
Point Blank Shot
Dex 13, Point Blank Shot,
Psionic Shot, base attack bonus
+5
Point Blank Shot, Psionic Shot,
Fell Shot
Point Blank Shot, Psionic Shot,
base attack bonus +5
Having power points
Str 13
Str 13, Psionic Weapon, base
attack bonus +5
Str 13, Psionic Weapon, base
attack bonus +5
Str 13, Psionic Weapon, sneak
attack +2d6
Str 13, Climb 5 ranks
Free draw 6 and mind blade 6 or
shadow blade 6
Shape mind blade 6
Speed of Thought 5
Greater Speed of Thought 5
Wis 13
Wis 15, Speed of Thought
Psionic Charge 4
Up the Walls 5
Wounding Attack 4
Wis 13, Speed of Thought
Wis 13
Base attack bonus +8
Unavoidable Strike 4
Psionic Meditation
Psionic Shot 4
Fell Shot 4
Return Shot 4
Greater Psionic Shot 4
Psionic Talent
Psionic Weapon 4
Deep Impact 4
Greater Psionic Weapon 4
Psionic Hamstring
Psychic Ascent 4
Rapid Forming
+2 hit points for each psionic feat you have.
+1 dodge bonus to AC
Increased dodge bonus to AC when acting
defensively.
Add +1 to power’s save DC.
Add +2 to power’s save DC.
Unarmed attack or natural weapon deals +2d6
damage.
Unarmed attack or natural weapon deals +4d6
damage.
Resolve unarmed or natural weapon attack as
melee touch attack.
Become psionically focused as a move action.
Ranged weapon deals +2d6 damage.
Resolve ranged attack as ranged touch attack.
Deflect ranged attacks back at attacker.
Ranged weapon deals +4d6 damage.
Gain additional power points.
Melee weapon deals +2d6 damage.
Resolve melee attack as touch attack.
Melee weapon deals +4d6 damage.
Sneak attack strikes combined with psionic
weapon can hamper your foe’s movement.
+10 bonus on Climb checks
Forming your psychic weapon is an immediate
action.
You can shape your mind blade as a move
action.
+10 feet to speed in light or medium armor.
+20 feet to speed in light or medium armor; +10
ft. in heavy armor
Charge while taking erratic course to foe.
Run on walls and ceilings.
Wound opponents with your attack.
Psionic Item Creation Feats Prerequisites
Craft Cognizance Crystal
Craft Dorje
Craft Psicrown
Craft Psionic Arms and Armor
Craft Psionic Construct R
Craft Universal Item
Imprint Stone
Scribe Tattoo
40
Benefit
3rd
Manifester level
Manifester level 5th
Manifester level 12th
Manifester level 5th
Craft Psionic Arms and Armor, Craft Universal Item
Manifester level 3rd
Manifester level 1st
Manifester level 3rd
Create cognizance crystals.
Create dorjes.
Create psicrowns.
Create psionic arms and armor.
Create psionic constructs.
Create universal psionic items.
Create power stones.
Create psionic tattoos.
General Feats ▪ SKILLS AND FEATS
Metapsionic Feats
Prerequisites
Benefit
Astral Empathy
Suffer damage to create tougher astral constructs.
Burrowing Power 4
Chain Power 4
Delay Power 4
Empower Power 4
Energy Focus 7
Energy Gestalt 7
Manifester level 5th, must be able to
manifest astral construct
Manifester level 6th, Psicrystal
Affinity, Psicrystal Focus
—
—
—
—
Manifester level 5th
Manifester level 8th, Energy Focus
Enlarge Power 4
Extend Power 4
Heighten Power 4
Inquisition Power 4
Maximize Power 4
Opportunity Power 4
Quicken Power 4
Split Psionic Ray 4
Twin Power 4
Unconditional Power 4
Widen Power 4
—
—
Manifester level 3rd
Any other metapsionic feat
—
—
—
Any other metapsionic feat
—
—
—
Bind Astral Construct
Entropic Feats
Corrupting Power
4R
Entropic Blast R
Entropic Smite R
Feat Category Prerequisites
Benefit
Metapsionic
—
Psionic
General
Manifester level 5th
Smite ability 6
Inflict 1 negative level in addition to power’s
effect.
Channel extra psionic energy into a power.
Replace your normal smite damage with entropic
damage.
Regain power points by consuming brains.
Recall memories from a consumed brain.
Food for Thought R
Psionic
Taste of Knowledge R Psionic
Improved Natural Psionics Psionic
R
Create an astral construct that has intelligence by
binding your psicrystal into the construct.
Bypass a barrier when manifesting a power.
Choose additional targets with power.
Delay the effect of a power for up to 5 rounds.
Increase power’s variable, numeric effects by 50%.
Powers of a chosen energy type deal additional damage.
Regain 1 power points anytime the Energy Focus feat is
used.
Double power’s range.
Double power’s duration.
Raise the level of a power.
Exclude allies from the effects of the power.
Maximize power’s variable, numeric effects.
Make attacks of opportunity with touch powers.
Manifest powers as a free action.
Split one ray attack into two
Manifest power twice.
Manifest power despite character condition.
Double power’s area.
Manifester level 1st
Food for Thought,
base Fortitude save +5
Racial psi-like abilities Increase your racial psi-like abilities manifester
level by two.
You cannot take or use this feat if you have the ability to use powers, possess a power point reserve, or have
psi-like abilities.
2 A fighter may select this feat as a bonus feat.
3 This is a background feat and can only be taken at 1st level.
4 You must expend your psionic focus to use this feat. See the Concentration skill description, page 34.
5 You must be psionically focused to use this feat. See the Concentration skill description, page 34.
6 This is a class ability.
7 This feat only takes effect if you retain your psionic focus at the end of manifesting. See the Concentration skill
description, page 34.
A There are alternate requirements for this feat in Living Arcanis.
R This feat is restricted in Living Arcanis and may only be taken with campaign documentation.
1
General Feats
This bonus stacks with the bonus conferred
General feats may be taken by any character that meets by Spell Penetration and Greater Spell Penetration.
Moreover, whenever a psionic creature attempts to
their listed prerequisites.
dispel a spell you cast, it makes its manifester level
check against a DC of 13 + its manifester level.
Antipsionic Magic [General]
The benefits of this feat apply only to power
Your spells are more potent when used against psionic
resistance.
characters and creatures.
The bonus does not apply to spell resistance.
Prerequisite: Spellcraft 5 ranks.
This is an exception to the psionics–magic transparency
Benefit: You get a +2 bonus on caster level checks
rule.
made to overcome a psionic creature’s power resistance
Special: You cannot take or use this feat if you have the
(even the power resistance of entropic or preternatural
ability to use powers (if you have a power point reserve
creatures).
or psi-like abilities).
41
SKILLS AND FEATS ▪ General Feats
Autonomous [General]
Expert Levitation [General]
You have a knack for psionic self-sufficiency.
Your control of levitation is unparalleled.
Benefit: You get a +2 bonus on all Autohypnosis Prerequisites: Improved Levitation, Intelligence 19.
checks and Knowledge (psionics) checks.
Benefit: While levitating, you do not start to accrue
the fighting penalties for the first three rounds. On the
fourth round, and onwards, you begin to accrue the
Chaotic Mind [General]
on attack rolls (reaching
The turbulence of your thoughts prevents others from normal cumulative –1 penalty
th round). Furthermore, it is
a
maximum
of
–5
on
the
8
gaining insight into your actions.
now a standard action for you to stabilize yourself.
Prerequisite: Chaotic alignment, Cha 15.
Normal: You suffer a cumulative
Benefit: Creatures and characters who have an
penalty on attack rolls starting at -1
insight bonus on their attack rolls, an
and reaching a maximum of -5. It is a
insight bonus to their Armor Class,
full-round action to stabilize yourself
or an insight bonus on skill checks
and
return the penalty to -1.
or ability checks do not gain those
Special: Each time you take this feat,
bonuses against you.
the number of rounds you may spend
The benefit of this feat applies
fighting while levitating without
only to insight bonuses gained
accruing the fighting penalties
from psionic powers and psi-like
increases by 3. The second time
abilities. This is an exception to
you
take this feat, the time needed
the psionics–magic transparency
to
stabilize
yourself is reduced to a
rule.
move
action.
Special: You cannot take or use
this feat if you have the ability to
use powers (if you have a power
Extra Channeling [General]
point reserve or psi-like abilities).
Your ability to channel the
divine energy of your patron
god is greater than most can
Cloak Dance [General]
achieve.
You are skilled at using optical
Prerequisites: Ability to
tricks to make yourself seem to be
channel, base Will save +5.
where you are not.
Benefit: You gain two
Prerequisites: Hide 10 ranks,
additional channeling uses
Perform (dance) 2 ranks.
each day.
Benefit: You can take a move
Special: You may select this
action to obscure your exact
feat multiple times; each
position. Until your next turn,
time
you gain a number of
you have concealment (20% miss
channeling
uses equal to the
chance). Alternatively, you can take a
number granted by the previous
full-round action to entirely obscure your
selection, plus one (two uses for
exact position. Until your next action, you have total
the
first time, three for the second
concealment (50% miss chance).
time this feat is taken, four for the third and so on).
Closed Mind [General]
Your mind is better able to resist psionics than normal.
Benefit: You get a +2 bonus on all saving throws to
resist powers.
The benefit of this feat applies only to psionic powers
and psi-like abilities. This is an exception to the
psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the
ability to use powers (if you have a power point reserve
or psi-like abilities).
Force of Will [General]
You are able to resist psionic attacks with extreme force
of will.
Prerequisite: Iron Will.
Benefit: Once per round, when targeted by a psionic
effect that allows a Reflex save or a Fortitude save, you
can instead make a Will saving throw to avoid the effect.
The benefit of this feat applies only to psionic
powers and psi-like abilities. This is an exception to the
psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the
Deadly Precision [General]
ability to use powers (if you have a power point reserve
You empty your mind of all distracting emotion, or psi-like abilities).
becoming an instrument of deadly precision.
Prerequisite: Dex 15, base attack bonus +5.
Benefit: You have deadly accuracy with your sneak Greater Manyshot [Fighter, General]
attacks. You can reroll any result of 1 on your sneak You are skilled at firing many arrows at once, even at
attack’s extra damage dice. You must keep the result of different opponents.
Prerequisites: Dex 17, Manyshot, Point Blank Shot,
the reroll, even if it is another 1.
Rapid Shot, base attack bonus +6.
42
General Feats ▪ SKILLS AND FEATS
Benefit: When you use the Manyshot feat, you can fire
each arrow at a different target instead of firing all of
them at the same target. You make a separate attack
roll for each arrow, regardless of whether you fire them
at separate targets or the same target. Your precisionbased damage applies to each arrow fired, and, if you
score a critical hit with more than one of the arrows,
each critical hit deals critical damage.
Special: A fighter may select this feat as one of his
fighter bonus feats.
Hostile Mind [General]
Your mind recoils violently against those who use
psionics against you.
Prerequisite: Cha 15.
Benefit: Whenever you are subject to a power from the
telepathy discipline (regardless of whether the power
is harmful or beneficial to you), the manifester must
make a Will saving throw against a DC of 10 + 1/2
your character level + your Charisma bonus or take 2d6
points of damage.
The benefit of this feat applies only to psionic
powers and psi-like abilities. This is an exception to the
psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the
ability to use powers (if you have a power point reserve
or psi-like abilities).
Improved Levitation [General]
Your have an uncanny knack at controlling yourself
while levitating.
Prerequisites: Ability to levitate (either as the spell,
power, or as a spell-like or psi-like ability).
Benefit: You may take a 5-foot step horizontally while
levitating. This counts as a normal 5-foot-step, and
should be treated the same as if you were on stable
ground. Alternatively, when spending the necessary
action to move vertically, you may elect to move
only at most 15 feet vertically and include 5 feet of
horizontal movement within that action; if you do so
then you may not take a 5-foot-step that round.
Normal: You may only move horizontally when
levitating by clambering along a surface, or by being
towed by a rope or other device.
Special: It is intentional that only those who can cast,
manifest, or use levitate themselves can take this feat.
Only creatures that are intimately familiar with the
ability to levitate can truly master it; others only gain a
passing familiarity with it.
Knowledge of Millennia [General]
You have seen many things in your ancient existence,
and the knowledge of your forbearers flows through
you also. This gives you a great store of knowledge to
draw upon.
Prerequisites: Intelligence 17, Wisdom 15, must be
1,000 years of age or older.
Benefit: You gain a +4 bonus to all Knowledge skills.
Furthermore, select any two Knowledge skills; you
may now use these untrained.
Special: An Elorii with the Memories of Lives Past
feat may ignore the age requirement for this feat. This
is the only normal means for a Living Arcanis character
to take this feat.
Legionnaire [Background]
“For Duty and Honor”
You have served in the legions of the Coryani Empire.
Prerequisite: Native of the Coryani Empire.
Benefit: You have been, or still are, a Legionnaire.
You are proficient with light and medium armor, and
all shields, including tower shields. You gain Martial
Weapon Proficiency (gladius) or if you have a class
that grants proficiency with all martial weapons you
gain Exotic Weapon Proficiency (gladius) instead. You
gain Exotic Armor Proficiency (lorica segmentata) for
free. You also gain access to the Military feat category
and gain fighter as an additional favored class. You gain
a +1 circumstance bonus to all Diplomacy skill checks
when dealing with Coryani citizens, as you have gained
the respect of your fellow countrymen.
You begin play with a gladius, pilum, and
tower shield in addition to the equipment you purchase
with your starting funds.
You have been tattooed with the symbol of
your legion, and all Legionnaires can recognize the
tattoos of most currently active legions (see Player’s
Guide to Arcanis, second printing page 183, for a
listing of some of the known legions, past and present).
You may choose the legion of your service, with certain
exceptions. Legion names with a line through them are
not eligible choices.
Note: See the Legionnaire Armaments sidebar
on Page 13 for details of the normal Legionnaire
equipment and its game statistics.
Mental Resistance [General]
Your mind is armored against mental intrusion.
Prerequisite: Base Will save bonus +2.
Benefit: Against psionic attacks that do not employ an
energy type to deal damage you gain damage reduction
3/–. In addition, when you are hit with ability damage
(but not ability drain or ability burn damage) from a
psionic attack, you take 3 points less than you would
normally take.
The benefit of this feat applies only to psionic
powers and psi-like abilities. This is an exception to the
psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the
ability to use powers (if you have a power point reserve
or psi-like abilities).
Mind Over Body [General]
Your ability damage heals more rapidly.
Prerequisite: Con 13.
Benefit: You heal ability damage and ability burn
damage more quickly than normal. You heal a number
of ability points per day equal to 1 + your Constitution
bonus.
Normal: You heal ability damage and ability burn
damage at a rate of 1 point per day.
43
SKILLS AND FEATS ▪ General Feats
Open Minded [General]
You are naturally able to reroute your memory, mind,
and skill expertise.
Benefit: You immediately gain an extra 5 skill points.
You spend these skill points as normal. If you spend
them on a cross-class skill, they count as 1/2 ranks.
You cannot exceed the normal maximum ranks for your
level in any skill.
Special: You can gain this feat multiple times. Each
time, you immediately gain another 5 skill points.
Psionic Affinity [General]
You have a knack for psionic endeavors.
Benefit: You get a +2 bonus on all Psicraft checks and
Use Psionic Device checks.
Psionic Hole [General]
you have been trained to make an immediate
counterattack.
Prerequisites: Combat Expertise, Weapon Finesse,
Base attack bonus +6.
Benefit: When you are fighting defensively, you may
choose to make an immediate Attack of Opportunity
against any foe that attacks you in melee and misses
your Armor Class by 4 points or more. This attack
counts against your total number of Attacks of
Opportunity for the round. If you do not have any
Attacks of Opportunity remaining, then you cannot
take advantage of this feat.
You may only use the Riposte feat with a
weapon that can also be used with the Weapon Finesse
feat. Although a riposte uses up one of your Attacks
of Opportunity for the round, you may not make more
than a single riposte attack against the same foe in the
same combat round, even if that foe attacks and misses
you by at least 4 points more than once during the
round (for example, during a full attack sequence). This
does not affect your ability to make additional Attacks
of Opportunity against that foe during that round for
other reasons not related to this feat, such as the foe
moving through your threatened area.
Special: A 17th level and higher Rhi’zen is not limited
to making a single Riposte attack against a specific foe
during a single combat round; see the Rhi’zen class for
details.
You are an anathema to psionic creatures and
characters.
Prerequisite: Con 15.
Benefit: When a foe strikes you in melee combat, the
foe immediately loses its psionic focus, if any. Also,
if you are the target of a power, the manifester of the
power must spend an additional number of power points
equal to your Wisdom bonus, or the power fails (all of
the power points spent on the power are still lost). This
extra cost does not count toward the maximum power
points a manifester can spend on a single power.
Special: You cannot take or use this feat if you have the
ability to use powers (if you have a power point reserve Sidestep Charge [General]
You are skilled at dodging past charging opponents and
or psi-like abilities).
taking advantage when they miss.
Prerequisite: Dex 13, Dodge.
Rapid Metabolism [General]
Benefit: You get a +4 dodge bonus to Armor Class
Your wounds heal rapidly.
against charge attacks. If a charging opponent fails
Prerequisite: Con 13.
to make a successful attack against you, you gain an
Benefit: You naturally heal a number of hit points per immediate attack of opportunity. This feat does not
day equal to the standard healing rate + double your grant you more attacks of opportunity than you are
Constitution bonus. You heal even if you do not rest. normally allowed in a round. If you are flat-footed or
This healing replaces your normal natural healing. If otherwise denied your Dexterity bonus to Armor Class,
you are tended successfully by someone with the Heal you do not gain the benefit of this feat.
skill, you instead regain double the normal amount of
hit points + double your Constitution bonus.
Stand Still [General]
Reckless Offense [General]
You can shift your focus from defense to offense.
Prerequisite: Base attack bonus +1.
Benefit: When you use the attack action or full attack
action in melee, you can take a penalty of –4 to your
Armor Class and add a +2 bonus on your melee attack
roll. The bonus on attack rolls and penalty to Armor
Class last until the beginning of your next turn.
Special: The benefits of this feat do stack with those
granted by the Heedless Assault or Heedless Charge
feats (see the Player’s Guide to Arcanis). If you use the
Power Attack feat while using this feat, the penalty to
your armor class is double, but the bonus to attack is
unchanged.
Riposte [Fighter, General]
When an opponent misses you with a melee attack,
44
You can prevent foes from fleeing or closing.
Prerequisite: Str 13.
Benefit: When a foe’s movement out of a square you
threaten grants you an attack of opportunity, you can
give up that attack and instead attempt to stop your foe
in his tracks. Make your attack of opportunity normally.
If you hit your foe, he must succeed on a Reflex save
against a DC of 10 + your damage roll (the opponent
does not actually take damage), or immediately halt as
if he had used up his move actions for the round.
Since you use the Stand Still feat in place
of your attack of opportunity, you can do so only a
number of times per round equal to the number of times
per round you could make an attack of opportunity
(normally just one).
Normal: Attacks of opportunity cannot halt your foes
in their tracks.
General Feats ▪ SKILLS AND FEATS
Wild Talent [General]
Your mind wakes to a previously unrealized talent for
psionics.
Benefit: Your latent power of psionics flares to life,
conferring upon you the designation of a psionic
character. As a psionic character, you gain a reserve of
2 power points and can take psionic feats, metapsionic
feats, and psionic item creation feats. You do not,
however, gain the ability to manifest powers simply by
virtue of having this feat.
Special: In Living Arcanis this feat is restricted and
may only be taken by characters who have appropriate
campaign documentation. Characters who receive this
feat as a bonus feat from a class are considered to have
the needed documentation.
Psionic Feats
Strength of the Coryani Heart [General]
Love of the Empire is etched into your heart and
the strength it lends you is astonishing. You become
inspired whenever fighting overwhelming numbers of
enemies.
Prerequisites: Native of the Coryani Empire.
Benefit: When facing insurmountable odds, you can
draw upon the strength of the empire that burns in your
heart. You gain a +2 holy bonus on all saving throws
versus fear effects. Also, when facings odds of 5 to 1 or
greater, you gain a +2 holy bonus on all of your attack
rolls, damage rolls, and saving throws (giving you a +4
total bonus on saves against fear).
Voices in the Silence [General]
You have some type of resistance to preternatural
psionics.
Prerequisite: Iron Will.
Benefit: You receive a +2 bonus to saving throws made
to resist preternatural psionic powers and effects. If the
preternatural effect does not have a saving throw, then
you instead receive a +2 bonus to your Armor Class
against any required attack to deliver the effect.
The benefits of this feat only apply to preternatural
psionic powers and effects.
Special: You cannot take or use this feat if you have the
ability to use powers (if you have a power point reserve
or psi-like abilities).
Special: In Living Arcanis this feat is restricted and
may only be taken by characters who have appropriate
campaign documentation.
Psionic feats are available only to characters and
creatures with the ability to manifest powers. (In other
words, they either have a power point reserve or have
psi-like abilities.)
Because psionic feats are supernatural
abilities—a departure from the general rule that feats
do not grant supernatural abilities—they cannot be
disrupted in combat (as powers can be) and generally
do not provoke attacks of opportunity (except as noted
in their descriptions). Supernatural abilities are not
subject to power resistance and cannot be dispelled;
however, they do not function in areas where psionics
are suppressed, such as a null psionics field. Leaving
such an area immediately allows psionic feats to be
used.
Many psionic feats can be used only when you
are psionically focused; others require you to expend
your psionic focus to gain their benefit. Expending
your psionic focus does not require an action; it is part
of another action (such as using a feat). When you
expend your psionic focus, it applies only to the action
for which you expended it.
Aligned Attack [Psionic]
Your melee or ranged attack overcomes your opponent’s
alignment-based damage reduction and deals additional
damage.
Prerequisite: Base attack bonus +6.
Benefit: When you take this feat, choose either chaos,
good, evil, or law. (Your choice must match one of
your alignment components. Once you’ve made this
alignment choice, it cannot be changed.
To use this feat, you must expend your psionic focus.
When you make a successful melee or ranged attack,
you deal an extra 1d6 points of damage, and your attack
is treated as either a good, evil, chaotic, or lawful attack
(depending on your original choice) for the purpose of
overcoming damage reduction.
You must decide whether or not to use this feat prior
to making an attack. If your attack misses, you still
expend your psionic focus.
45
SKILLS AND FEATS ▪ Psionic Feats
Body Fuel [Psionic]
You can expand your power point total at the expense
of your health.
Prerequisite: Overchannel, Talented.
Benefit: You can recover 2 power points by taking
1 point of ability burn damage to each of your
three physical ability scores: Strength, Dexterity, and
Constitution.
You can recover additional power points
for a proportional cost to Strength, Dexterity, and
Constitution. These recovered points are added to
your power point reserve as if you had gained them by
resting overnight.
Special: Only living creatures can use this feat. You
can take advantage of this feat only while in your own
body.
Combat Manifestation [Psionic]
You are adept at manifesting powers in combat.
Benefit: You get a +4 bonus on Concentration checks
made to manifest a power or use a psi-like ability while
on the defensive or while you are grappling or pinned.
Deep Impact [Psionic]
You can strike your foe with a melee weapon as if
making a touch attack.
Prerequisite: Str 13, Psionic Weapon, base attack
bonus +5.
Benefit: When you use the Psionic Weapon feat, you
can resolve your attack as a touch attack.
Focused Sunder [Psionic]
You can sense the stress points on others’ weapons.
Prerequisite: Str 13, Power Attack, Improved Sunder.
Dual Construct [Psionic]
Benefit: To use this feat, you must expend your psionic
You can forge multiple astral constructs.
focus. When you strike at an opponent’s weapon, you
Prerequisite: Manifester Level 9th.
ignore half of the weapon’s total hardness (round
Benefit: You may have two astral constructs in existence down). Total hardness includes any magical or psionic
at any given time.
enhancements possessed by the weapon that increase
Normal: You may normally only maintain one astral its hardness.
construct at a time.
Special: You can also sense the stress points in any
hard construction, such as wooden doors or stone walls,
Expanded Insight [Psionic]
and can ignore half of the object’s total hardness (round
You gain an insight into new psionic forms.
down) when attacking that object. You must expend
Prerequisites: Manifester Level 3rd.
your psionic focus when attempting to sense the stress
Benefit: Add to your powers known one additional points in this manner.
power of any level up to one level lower than the highest
lever power you can manifest. You can choose any power
Focused Training [Psionic]
from your class list (and discipline list, if a psion).
If you have multiple manifesting classes, You can sharpen your mind, and apply your learning
then you must select one manifesting class when you better.
take this feat. The chosen power is added to that class’ Prerequisites: Skill Focus (any two).
powers known, and must come from that class list (and Benefit: When you first take this feat, choose any two
skills in which you have Skill Focus. While you are
discipline list, if a psion).
Special: You may select this feat multiple times, each psionically focused, you gain an additional +2 bonus to
time you may learn one power, subject to the above each of those two skills.
Special: You may take this feat multiple times; each
restrictions.
time it is taken, it is applied to two different skills in
which you have Skill Focus. The benefits of this feat
Fell Shot [Psionic]
You can strike your foe with a ranged weapon as if may not be applied more than once to any given skill.
46
making a touch attack.
Prerequisite: Dex 13, Point Blank Shot, Psionic Shot, Ghost Attack [Psionic]
Your deadly strikes against incorporeal foes always
base attack bonus +5.
Benefit: When you use the Psionic Shot feat, you can find their mark.
Prerequisite: Base attack bonus +3.
resolve your ranged attack as a ranged touch attack.
Psionic Feats ▪ SKILLS AND FEATS
Benefit: You must be psionically focused to use this
feat. When you make a melee attack or a ranged attack
against an incorporeal creature, you can make two rolls
to check for the miss chance. If either is successful, the
attack is treated as if it were made with a ghost touch
weapon for the purpose of affecting the creature. Your
weapon or natural weapon actually appears to become
briefly incorporeal as the attack is made.
Greater Ghost Attack [Psionic]
You can strike incorporeal foes with impunity.
Prerequisites: Base Attack Bonus +9, Ghost Attack.
Benefit: You may expend your psionic focus to allow
your attacks to ignore incorporeal miss-chance for 1
minute (10 rounds). You may recover your psionic
focus during that time without ending this effect.
Greater Power Specialization [Psionic]
You deal more damage with your powers.
Prerequisites: Power Specialization, Weapon Focus
(ray), manifester level 12th.
Benefit: Your powers that deal damage deal an extra
2 points of damage. This damage stacks with other
bonuses on damage rolls to powers, including the one
from Power Specialization. The damage bonus applies
only if the target or targets are within 30 feet.
Greater Psionic Endowment [Psionic]
You can use meditation to focus your powers.
Prerequisite: Psionic Endowment.
Benefit: When you use the Psionic Endowment feat,
you add +2 to the save DC of a power you manifest
instead of +1.
Greater Speed of Thought [Psionic]
Your expansive reserves of energy bolster the resilience
and speed of your corporeal body.
Prerequisites: Wis 15, Speed of Thought.
Benefit: As long as you are psionically focused and
not wearing heavy armor, you gain an insight bonus to
your speed of 20 feet. If you are psionically focused
and wearing heavy armor, you gain an insight bonus to
your speed of 10 feet.
Improved Counter-Manifesting [Psionic]
You can counter others’ powers with ease.
Benefit: When counter-manifesting, you may use a
power of the same discipline that is one or more power
levels higher than the target power.
Normal: Without this feat, you may counter a power
only with the same power or with a power specifically
designated as countering the target power.
Improved Power Penetration [Psionic]
Your powers are able to penetrate power resistance
with ease.
Prerequisites: Power Penetration, manifester level 8th.
Benefit: When you use the Power Penetration feat,
you get a +8 bonus on manifester level checks instead
of +4.
Improved Psicrystal [Psionic]
Greater Psionic Fist [Psionic]
You can charge your unarmed strike or natural weapon
with additional damage potential.
Prerequisite: Str 13, Psionic Fist, base attack bonus +5.
Benefit: When you use the Psionic Fist feat, your
unarmed attack or attack with a natural weapon deals
an extra 4d6 points of damage instead of an extra 2d6
points.
You can upgrade your psicrystal.
Prerequisites: Psicrystal Affinity.
Benefit: You can implant another personality fragment
in your psicrystal. You gain the benefits of both
psicrystal personalities. Your psicrystal’s personality
adjusts and becomes a blend between all implanted
personality fragments. From now on, when determining
the abilities of your psicrystal, treat your manifester
level as one higher than your normal manifester level.
Special: You can gain this feat multiple times; each
time, you implant a new personality fragment in your
psicrystal from which you derive the noted benefits,
and you treat your level as one higher for the purpose
of determining your psicrystal’s abilities.
Greater Psionic Shot [Psionic]
Inner Fury [Psionic]
You can charge your ranged attacks with additional
damage potential.
Prerequisite: Point Blank Shot, Psionic Shot, base
attack bonus +5.
Benefit: When you use the Psionic Shot feat, your
ranged attack deals an extra 4d6 points of damage
instead of an extra 2d6 points.
Greater Psionic Weapon [Psionic]
You can charge your melee weapon with additional
damage potential.
Prerequisite: Str 13, Psionic Weapon, base attack
bonus +5.
Benefit: When you use the Psionic Weapon feat, your
attack with a melee weapon deals an extra 4d6 points
of damage instead of an extra 2d6 points.
You can power your rage using your own inner
reserves.
Prerequisites: Ability to rage, manifester level 6th.
Benefit: When you are raging, you may expend power
points to extend the duration of your rage. Expending
these power points requires a move-action; however,
you may spend as many power points as desired during
that move-action.
Each round that you wish to extend your rage
costs power points. The first extra round costs 2 point
powers; each subsequent extra round costs one more
power point than the preceding round.
For example, if your normal rage lasts for
7 rounds, then you could extend it to 8 rounds by
spending 2 power points. If you instead spent 5 power
points, you could extend it to 9 rounds; 9 power points
to extend it to 10 rounds and so forth.
47
SKILLS AND FEATS ▪ Psionic Feats
Normal: The duration of Rage is 3 rounds + Constitution Overchannel [Psionic]
modifier (after applying the benefits of rage).
You burn your life force to strengthen your powers.
Benefit: While manifesting a power, you can increase
your effective manifester level by one, but in so doing
Inquisitor [Psionic]
you take 1d8 points of damage. At 8th level, you can
You know when others lie.
choose to increase your effective manifester level by
Prerequisite: Wis 13.
Benefit: To use this feat, you must expend your psionic two, but you take 3d8 points of damage. At 15th level,
focus. You gain a +10 bonus on a Sense Motive check you can increase your effective manifester level by
three, but you take 5d8 points of damage.
to oppose a Bluff check.
The effective increase in manifester level
You must decide whether or not to use this
feat prior to making a Sense Motive check. If your increases the number of power points you can expend
check fails, or if the opponent isn’t lying, you still on a single power manifestation, as well as increasing
all manifester level-dependent effects, such as range,
expend your psionic focus.
duration, and overcoming power resistance.
The damage dealt by this feat occurs during
Mental Gymnastics [Psionic]
manifesting, and may disrupt manifesting of the power
You can dodge and tumble with the barest of thoughts.
unless a Concentration check is made.
Prerequisites: Dex 17, Tumble 5 ranks.
Normal: Your manifester level is equal to your total
Benefit: To use this feat you must expend your psionic
levels in classes that manifest powers.
focus. You gain a +10 bonus on a Tumble check.
Mental Leap [Psionic]
Power Penetration [Psionic]
Mind Blade Arsenal [Psionic]
Power Specialization [Psionic]
Your powers are especially potent, breaking through
You can make amazing jumps.
power resistance more readily than normal.
Prerequisite: Str 13, Jump 5 ranks.
Benefit: To use this feat, you must expend your psionic
Benefit: To use this feat you must expend your psionic
focus. You get a +4 bonus on manifester level checks
focus. You gain a +10 bonus on a Jump check.
made to overcome a creature’s power resistance.
Your mind blade can take on many different and varied
forms.
Prerequisites: Mind Blade, Shape Mind
Blade, base attack bonus +10, proficiency in
all martial weapons.
Benefit: You may shape your mind blade
into any non-exotic, one-handed or light,
melee, or thrown weapon. If you have
weapon familiarity with a weapon that is
one-handed or light, and
either
melee or thrown,
then you may also
shape your mind
blade into such
a weapon. If you can
normally shape your
mind blade into two
weapons, you may still
do so providing they are
both light weapons.
Normal: The mind blade
may only be shaped into
a specific set of weapons,
depending on the class that
grants the mind blade.
Narrow Mind [Psionic]
Your ability to concentrate is as keen as
an arrowhead, allowing you to gain your psionic
focus even in the most turbulent situations.
Prerequisite: Wis 13.
Benefit: You gain a +4 bonus on Concentration checks
you make to become psionically focused.
48
You deal more damage with your powers.
Prerequisites: Weapon Focus (ray), manifester
level 4th.
Benefit: With rays and ranged touch attack
powers that deal damage, you deal an extra 2
points of damage. If you expend your psionic
focus when you manifest a ray or a ranged
touch attack power that deals damage,
you add your key ability bonus to
the damage (instead of adding 2).
Prodigy (Psionic)
[Background, Psionic]
You are supremely adept at
manipulating your mind.
Prerequisites: Manifester
1st level.
Benefits: Once per day,
when manifesting a power you
may elect to raise your primary
manifesting ability score by 4
for the purposes of determining the
DC and effects of the power.
Psionic Feats ▪ SKILLS AND FEATS
Psicrystal Affinity [Psionic]
You have created a psicrystal.
Prerequisites: Manifester level 1st.
Benefit: This feat allows you to gain a psicrystal.
Dodge feat (but only applies on attacks made by the
opponent you have designated).
Psionic Endowment [Psionic]
You can endow your manifestations with more
concentrated focus.
Psicrystal Focus [Psionic]
The crystal structure of your psicrystal can now store Benefit: To use this feat, you must expend your
psionic focus. You add 1 to the save DC of a power
a psionic focus.
Prerequisites: Psicrystal Affinity, manifester level 3rd. you manifest.
Benefit: You can spend a full-round action to transfer
your psionic focus into your psicrystal (this provokes Psionic Fist [Psionic]
an attack of opportunity, but may be done defensively You can charge your unarmed strike or natural weapon
using a DC 15 Concentration check, if desired). The with additional damage potential.
benefits of the Psionic Meditation feat do not apply to Prerequisite: Str 13.
this action.
Benefit: To use this feat, you must expend your psionic
You may, at your desire, spend a move action focus. Your unarmed strike or attack with a natural
to transfer the psionic focus from your psicrystal back weapon deals an extra 2d6 points of damage.
to yourself. However, you cannot hold two psionic foci
You must decide whether or not to use this
at once, and you may not transfer this focus as part of feat prior to making an attack. If your attack misses,
manifesting a power. Transferring the psionic focus back you still expend your psionic focus.
to yourself does not provoke attacks of opportunity.
You must be within 5 feet of your psicrystal to
Psionic Hamstring [Psionic]
store or retrieve your psionic focus.
Your mind guides your hand and blade to the perfect
For example, Rathe val’Virdan can spend his
position to hinder your foe’s movement.
psionic focus to use the Focused Sunder feat (using a
Prerequisites: Str 13, Psionic Weapon, Sneak Attack
standard action to make the sunder attempt), and then
+2d6.
spend his move action to transfer the psionic focus
Benefit: If you sneak attack a foe while using the
from his psicrystal to himself. He cannot, however,
Psionic Weapon feat, your target suffers a –10 penalty
spend the move action while making the sunder attempt
to all movement modes for one minute. This cannot
in order to also use the psionic weapon feat.
reduce the target’s movement to below 5 feet, and
multiple strikes that trigger this ability do not stack.
Psionic Body [Psionic]
Your mind reinforces your body.
Psionic Meditation [Psionic]
Benefit: When you take this feat, you gain 2 hit points for
You can focus your mind faster than normal, even
each psionic feat you have (including this one). Whenever
under duress.
you take a new psionic feat, you gain 2 more hit points.
Prerequisite: Wis 13, Concentration 7 ranks.
Benefit: You can take a move action to become
Psionic Charge [Psionic]
psionically focused.
You can charge in a crooked line.
Normal: A character without this feat must take a fullPrerequisite: Dex 13, Speed of Thought.
round action to become psionically focused.
Benefit: To use this feat, you must expend your
psionic focus. When you charge, you can make one
Psionic Shot [Psionic]
turn of up to 90 degrees during your movement. All
You can charge your ranged attacks with additional
other restrictions on charges still apply; for instance,
damage potential.
you cannot pass through a square that blocks or slows
Prerequisite: Point Blank Shot.
movement, or that contains a creature. You must have
Benefit: To use this feat, you must expend your psionic
line of sight to the opponent at the start of your turn.
focus. Your ranged attack deals +2d6 points of damage.
You must decide whether or not to use this feat prior
Psionic Defense [Psionic]
to making an attack. If your attack misses, you still
Your mind shields you from damage.
expend your psionic focus.
Prerequisites: Dex 15, Psionic Dodge, Dodge.
Benefits: While fighting defensively, the bonus granted
Psionic Talent [Psionic]
by the Psionic Dodge feat is increased to +4.
You gain additional power points to supplement those
you already had.
Psionic Dodge [Psionic]
Prerequisite: Having a power point reserve.
You are proficient at dodging blows.
Benefit: When you take this feat for the first time, you
Prerequisite: Dex 13, Dodge.
gain 2 power points.
Benefit: You must be psionically focused to use this Special: You can take this feat multiple times. Each
feat. You receive a +1 dodge bonus to your Armor time you take the feat after the first time, the number
Class. This bonus stacks with the bonus from the of power points you gain increases by 1.
49
SKILLS AND FEATS ▪ Psionic Feats
Psionic Weapon [Psionic]
You can charge your melee weapon with additional
damage potential.
Prerequisite: Str 13.
Benefit: To use this feat, you must expend your psionic
focus.
Your attack with a melee weapon deals an
extra 2d6 points of damage. You must decide whether
or not to use this feat prior to making an attack. If your
attack misses, you still expend your psionic focus.
Psychic Ascent [Psionic]
You can climb with amazing skill.
Prerequisites: Str 13, Climb 5 ranks.
Benefit: To use this feat you must expend your psionic
focus. You gain a +10 bonus on Climb checks made to
climb a single surface.
Rapid Forming [Psionic]
You can call forth the psychic essence and meld it into
a blade with stunning speed.
Prerequisites: Free Draw and either Mind Blade or
Shadow Blade.
Benefit: You may draw your mind blade or shadow
blade as an immediate action. You may still only
attempt to draw your mind blade or shadow blade once
per round.
Normal: Drawing a mind blade or shadow blade
requires a free action to draw.
Special: If you have the Combat Reflexes feat, then you
may use this feat even while flat-footed. This feat counts
as the Quick Draw feat for the purposes of meeting the
prerequisites for other feats and prestige classes.
Rapid Shaping [Psionic]
You can shape the essence of your mind with dexterous
speed.
Prerequisites: Mind Blade, Shape Mind Blade.
Benefit: When using the Shape Mind Blade ability, you
may do so as a move-action.
Normal: Shaping a mind blade requires a fullround action to shape.
Return Shot [Psionic]
50
You can return incoming arrows, as well
as crossbow bolts, spears, and other
projectiles or thrown weapons.
Prerequisite: Point Blank Shot, Psionic
Shot, Fell Shot.
Benefit: To use this feat, you must expend your
psionic focus and have at least one hand free.
Once per round when you would normally
be hit by a projectile or a thrown weapon
no more than one size category larger than
your size, you can deflect the attack so that
you take no damage from it. The attack
is deflected back at your attacker, using
the attack bonus of the original attack
on you. You must be aware of the attack and
not flat-footed. Attempting to return a shot is
a free action.
Special: If you also have the Deflect Arrows feat, the
deflected attack is made with the original attack bonus
plus your Dexterity bonus.
Speed of Thought [Psionic]
The energy of your mind energizes the alacrity of your
body.
Prerequisite: Wis 13.
Benefit: As long as you are psionically focused and not
wearing heavy armor, you gain an insight bonus to your
speed of 10 feet.
Talented [Psionic]
You can overchannel powers with less cost to
yourself.
Prerequisite: Overchannel.
Benefit: To use this feat, you must expend your psionic
focus. When manifesting a power of 3rd level or lower,
you do not take damage from overchanneling.
Unavoidable Strike [Psionic]
You can make an unarmed strike or use a natural weapon
against your foe as if delivering a touch attack.
Prerequisite: Str 13, Psionic Fist, base attack bonus
+5.
Benefit: When you use the Psionic Fist feat, you can
resolve your attack as a touch attack.
Up the Walls [Psionic]
You can run on walls for brief distances.
Prerequisite: Wis 13.
Benefit: While you are psionically focused, you can
take part of one of your move actions to traverse a
wall or other relatively smooth vertical surface if
you begin and end your move on a horizontal
Psionic Feats ▪ SKILLS AND FEATS
surface. The height you can achieve on the wall is
limited only by this movement restriction. If you do
not end your move on a horizontal surface, you fall
prone, taking falling damage as appropriate for your
distance above the ground. Treat the wall as a normal
floor for the purpose of measuring your movement.
Passing from floor to wall or wall to floor costs no
movement; you can change surfaces freely. Opponents
on the ground can make attacks of opportunity as you
move up the wall.
Special: You can take other move actions in conjunction
with moving along a wall. For instance, the Spring
Attack feat allows you to make an attack from the
wall against a foe standing on the ground who is
within the area you threaten; however, if you are
somehow prevented from completing your move, you
fall. Likewise, you could tumble along the wall to
avoid attacks of opportunity.
Wounding Attack [Psionic]
Your vicious attacks wound your foe.
Prerequisite: Base attack bonus +8.
Benefit: To use this feat, you must expend your psionic
focus. You can make an attack with such vicious force
that you wound your opponent. A wound deals 1 point
of Constitution damage to your foe in addition to the
usual damage dealt.
You must decide whether or not to use this
feat prior to making an attack. If your attack misses,
you still expend your psionic focus.
Psionic Item Creation Feats
Manifesters can use their personal power to create
lasting psionic items. Doing so, however, is draining.
A manifester must put a little of himself or herself into
every psionic item he or she creates.
A psionic item creation feat lets a manifester
create a psionic item of a certain type. Regardless of
the type of items they involve, the various item creation
feats all have certain features in common.
XP Cost: Power and energy that the manifester would
normally keep is expended when making a psionic
item. The experience point cost of using a psionic
item creation feat equals 1/25 the cost of the item in
gold pieces. A character cannot spend so much XP on
an item that he or she loses a level. However, upon
gaining enough XP to attain a new level, he or she can
immediately expend XP on creating an item rather than
keeping the XP to advance a level.
Raw Materials Cost: Creating a psionic item requires
costly components, most of which are consumed in the
process. The cost of these materials equals 1/2 the cost
of the item.
Using a psionic item creation feat also requires
access to a laboratory or psionic workshop, special
tools, and other equipment. A character generally
has access to what he or she needs unless unusual
circumstances apply (such as if he’s traveling far from
home).
Time: The time to create a psionic item depends on
the feat and the cost of the item. The minimum time
is one day.
Item Cost: Craft Dorje, Imprint Stone, and Scribe
Tattoo create items that directly reproduce the effects
of powers, and the strength of these items depends on
their manifester level—that is, a power from such an
item has the strength it would have if manifested by
a manifester of that level. Often, that is the minimum
manifester level necessary to manifest the power.
(Randomly discovered items usually follow this rule.)
However, when making such an item, the item’s
strength can be set higher than the minimum. Any time
a character creates an item using a power augmented
by spending additional power points, the character’s
effective manifester level for the purpose of calculating
the item’s cost increases by 1 for each 1 additional
power point spent. (Augmentation is a feature of many
powers that allows the power to be amplified in various
ways if additional power points are spent.) All other
level-dependent parameters of the power forged into
the item are set according to the effective manifester
level.
The price of psionic items (and thus the XP cost
and the cost of the raw materials) depends on the level
of the power and a character’s manifester level. The
character’s manifester level must be high enough that
the item creator can manifest the power at the chosen
level. To find the final price in each case, multiply the
character’s manifester level by the power level, then
multiply the result by a constant, as shown below.
Power Stones: Base price = power level x manifester
level x 25 gp
Psionic Tattoos: Base price = power level x manifester
level x 50 gp
Dorjes: Base price = power level x manifester level x
750 gp
Extra Costs: Any dorje, power stone, or psionic tattoo
that stores a power with an XP cost also carries a
commensurate cost.
For psionic tattoos and power stones, the
creator must pay the XP cost when creating the item.
For a dorje, the creator must pay fifty times the XP
cost.
Some psionic items similarly incur extra costs in XP, as
noted in their descriptions.
Craft Cognizance Crystal [Item Creation]
You can create psionic cognizance crystals that store
power points.
Prerequisite: Manifester level 3rd.
Benefit: You can create a cognizance crystal. Doing
so takes one day for each 1,000 gp in its base price.
The base price of a cognizance crystal is equal to the
highest-level power it could manifest using all of its
stored power points, squared, multiplied by 1,000 gp.
To create a cognizance crystal, you must spend 1/25 of
its base price in XP and use up raw materials costing
one-half of its base price.
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SKILLS AND FEATS ▪ Item Creation Feats
Craft Dorje [Item Creation]
You can create slender crystal wands called dorjes that
manifest powers when charges are expended.
Prerequisite: Manifester level 5th.
Benefit: You can create a dorje of any psionic power
you know (barring exceptions, such as bestow power,
as noted in a power’s description). Crafting a dorje
takes one day for each 1,000 gp in its base price. The
base price of a dorje is its manifester level x the power
level x 750 gp. To craft a dorje, you must spend 1/25 of
this base price in XP and use up raw materials costing
one-half of this base price. A newly created dorje has
50 charges.
Any dorje that stores a power with an XP cost
also carries a commensurate cost. In addition to the XP
cost derived from the base price, you must pay fifty
times the XP cost.
Special: This feat is restricted in Living Arcanis; it may
only be taken with special campaign documentation.
Craft Universal Item [Item Creation]
You can create universal psionic items.
Prerequisite: Manifester level 3rd.
Benefit: You can create any universal psionic item
whose prerequisites you meet. Crafting a universal
psionic item takes one day for each 1,000 gp in its base
price. To craft a universal psionic item, you must spend
1/25 of the item’s base price in XP and use up raw
materials costing one-half of this price.
You can also mend a broken universal item if
it is one that you could make. Doing so costs half of
the XP, half of the raw materials, and half of the time it
would take to craft that item in the first place.
Some universal items incur extra costs in
XP, as noted in their descriptions. These costs are in
addition to those derived from the item’s base price.
Craft Psicrown [Item Creation]
You can create psicrowns, which have multiple psionic You must pay such a cost to create an item or to mend
a broken one.
effects.
Prerequisite: Manifester level 12th.
Benefit: You can create any psicrown whose Imprint Stone [Item Creation]
prerequisites you meet. Crafting a psicrown takes You can create power stones to store psionic powers.
one day for each 1,000 gp in its base price. To craft a Prerequisite: Manifester level 1st.
psicrown, you must spend 1/25 of its base price in XP Benefit: You can create a power stone of any power
and use up raw materials costing one-half of its base that you know. Encoding a power stone takes one day
price. Some psicrowns incur extra costs in XP as noted for each 1,000 gp in its base price. The base price of
in their descriptions. These costs are in addition to a power stone is the level of the stored power x its
manifester level x 25 gp. To imprint a power stone, you
those derived from the psicrown’s base price.
must spend 1/25 of this base price in XP and use up raw
materials costing one-half of this base price.
Craft Psionic Arms and Armor
Any power stone that stores a power with an
[Item Creation]
XP cost also carries a commensurate cost. In addition
You can create psionic weapons, armor, and shields.
to the costs derived from the base price, you must pay
Prerequisite: Manifester level 5th.
Benefit: You can create any psionic weapon, armor, the XP when encoding the stone.
or shield whose prerequisites you meet. Enhancing a
weapon, suit of armor, or shield takes one day for each Scribe Tattoo [Item Creation]
1,000 gp in the price of its psionic features. To enhance You can create psionic tattoos, which store powers
a weapon, you must spend 1/25 of its features’ total within their designs.
price in XP and use up raw materials costing one-half Prerequisite: Manifester level 3rd.
Benefit: You can create a psionic tattoo of any power
of this total price.
The weapon, armor, or shield to be enhanced of 3rd level or lower that you know and that targets
must be a masterwork item that you provide. Its cost is one or more creatures. Scribing a psionic tattoo takes
one day. When you create a psionic tattoo, you set the
not included in the above cost.
You can also mend a broken psionic weapon, manifester level. The manifester level must be sufficient
suit of armor, or shield if it is one that you could make. to manifest the power in question and no higher than
Doing so costs half of the XP, half of the raw materials, your own level. The base price of a psionic tattoo is its
and half of the time it would take to enhance that item power level x its manifester level x 50 gp. To scribe a
tattoo, you must spend 1/25 of this base price in XP and
in the first place.
use up raw materials (special inks, masterwork needles,
and so on) costing one-half of this base price.
Craft Psionic Construct [Item Creation]
When you create a psionic tattoo, you make
You can create golems and other psionic automatons
any choices that you would normally make when
that obey your orders.
Prerequisites: Craft Psionic Arms and Armor, Craft manifesting the power.
When its wearer physically activates the
Universal Item.
Benefit: You can create any psionic construct whose tattoo, the wearer is the target of the power.
Any psionic tattoo that stores a power with an
prerequisites you meet. Creating a construct takes one
day for each 1,000 gp in its base price. To create a XP cost also carries a commensurate cost. In addition
construct, you must spend 1/25 of the construct’s base to the costs derived from the base price, you must pay
price in XP and use up raw materials costing one-half the XP when creating the tattoo.
of this price. A newly created construct has average hit
points for its Hit Dice.
52
Metapsionic Feats ▪ SKILLS AND FEATS
Metapsionic Feats
As a manifester’s knowledge of psionics grows, he can
learn to manifest powers in ways slightly different from
how the powers were originally designed or learned. Of
course, manifesting a power while using a metapsionic
feat is more expensive than manifesting the power
normally. Only a creature with the ability to manifest
powers may select metapsionic feats.
Manifesting Time: Powers manifested using
metapsionic feats take the same time as manifesting the
powers normally unless the feat description specifically
says otherwise.
Manifestation Cost: To use a metapsionic feat, a
psionic character must both expend his psionic focus
(see the Concentration skill description) and pay
an increased power point cost as given in the feat
description.
Limits on Use: As with all powers, you cannot spend
more power points on a power than your manifester
level. Metapsionic feats merely let you manifest powers
in different ways; they do not let you violate this rule.
Effects of Metapsionic Feats on a Power: In all ways,
a metapsionic power operates at its original power
level, even though it costs additional power points. The
modifications to a power made by a metapsionic feat
have only their noted effect on the power. A manifester
can’t use a metapsionic feat to alter a power being cast
from a power stone, dorje, or other device.
Manifesting a power modified by the Quicken
Power feat does not provoke attacks of opportunity.
Some metapsionic feats apply only to certain
powers, as described in each specific feat entry.
Psionic Items and Metapsionic Powers: With the right
psionic item creation feat, you can store a metapsionic
power in a power stone, psionic tattoo, or dorje. Level
limits for psionic tattoos apply to the power’s higher
metapsionic level.
A character doesn’t need the appropriate
metapsionic feat to activate an item in which
a metapsionic power is stored, but does need the
metapsionic feat to create such an item.
Astral Empathy [Metapsionic]
You can forge stronger astral constructs by surrendering
portions of your own flesh into the ectoplasm.
Prerequisites: Manifester level 5th, must be able to
manifest astral construct.
Benefit: When you are manifesting the astral construct
power, you may elect to deal physical damage to
yourself in return for having hardier constructs. You
may deal 1 point of damage to yourself per manifester
level you have. Each point that you deal in this manner
(this damage is not subject to damage reduction) adds
+5 hp to the resulting construct.
You must also make the required Concentration
check for taking damage while manifesting a power.
The DC will be 10 plus the damage you elect to suffer
plus one per two power points spent manifesting this
power (round up). Failing this check results in the
power failing.
Bind Astral Construct [Metapsionic]
You can bind your psicrystal into an astral construct.
Prerequisites: Manifester Level 6th, Psicrystal Affinity,
Psicrystal Focus.
Benefit: When you manifest the astral construct power,
you gain the following extra augmentation option:
If you spend 4 extra power points while manifesting
this power, you may bind your psicrystal into the
created construct. This grants the construct the
intelligence of the psicrystal. The construct also
gains the telepathic link, telepathic speech, and
power resistance special abilities (if the psicrystal
possesses them).
While your psicrystal is bound into an astral
construct it cannot take actions; however, you may still
store and retrieve your focus from the psicrystal so
long as you are within 5 feet of the body of the astral
construct.
Your psicrystal suffers no damage as a result
of any damage dealt to the astral construct; however,
once the construct is destroyed the psicrystal may be
targeted as normal.
Burrowing Power [Metapsionic]
Your powers sometimes bypass barriers.
Benefit: To use this feat, you must expend your psionic
focus. You can attempt to manifest your powers against
targets that are sheltered behind a wall or force effect.
Your power briefly skips through the Astral Plane to
bypass the barrier.
The strength and thickness of the barrier
determine your chance of success. To successfully
bypass the barrier with your power, you make a Psicraft
check against a DC equal to 10 + the hardness of the
barrier + 1 per foot of thickness (minimum 1). Assign
a hardness of 20 to barriers without a hardness rating,
such as force effects (or a wall of ectoplasm). Force
walls or walls of ectoplasm are assumed to have less
than 1 foot of thickness unless noted otherwise.
If a power requires line of sight (which includes
most powers that affect a target or targets instead of an
area), you cannot manifest it as a burrowing power
unless you can somehow see the target, such as with
clairvoyant sense. Using this feat increases the power
point cost of the power by 2. The power’s total cost
cannot exceed your manifester level.
You cannot use this feat in an area where
dimensional travel is impossible, such as the area of a
dimensional lock spell.
Chain Power [Metapsionic]
You can manifest powers that arc to hit other targets in
addition to the primary target.
Benefit: To use this feat, you must expend your psionic
focus. You can chain any power that affects a single
target and that deals either acid, cold, electricity, fire,
or sonic damage. After the primary target is struck,
the power can arc to a number of secondary targets
equal to your manifester level (maximum twenty). The
secondary arcs each strike one target and deal half as
much damage as the primary one did (round down).
Each target gets to make a saving throw, if one is
allowed by the power. You choose secondary targets
53
SKILLS AND FEATS ▪ Metapsionic Feats
as you like, but they must all be within 30 feet of the
primary target, and no target can be struck more than
once. You can choose to affect fewer secondary targets
than the maximum (to avoid allies in the area, for
example).
Using this feat increases the power point cost
of the power by 6. The power’s total cost cannot exceed
your manifester level.
energy type and you do not spend your psionic focus
during the manifesting process, the resulting power
deals 1 additional damage of the same type as the
power per level of the power.
Energy Gestalt [Metapsionic]
You contain great floods of elemental energy that
replenish and restore your mind.
Prerequisites: Manifester level 8th, Energy Focus.
Benefit: Anytime you have applied the benefits of the
Delay Power [Metapsionic]
You can manifest powers that go off up to 5 rounds Energy Focus feat to a power, regain 1 power point (or
none if the manifested power cost one power point).
later.
Benefit: To use this feat, you must expend your psionic
focus. You can manifest a power as a delayed power. Enlarge Power [Metapsionic]
A delayed power doesn’t activate immediately. When You can manifest powers farther than normal.
you manifest the power, you choose one of three trigger Benefit: To use this feat, you must expend your psionic
mechanisms: (1) The power activates when you take a focus. You can alter a power with a range of close,
standard action to activate it; (2) It activates when a medium, or long to increase its range by 100%. An
creature enters the area that the power will affect (only enlarged power with a range of close has a range of
powers that affect areas can use this trigger condition); 50 feet + 5 feet per level, a medium-range power has a
or (3) It activates on your turn after 5 rounds pass. range of 200 feet + 20 feet per level, and a long-range
If you choose one of the first two triggers and the power has a range of 800 feet + 80 feet per level.
Powers whose ranges are not defined by
conditions are not met within 5 rounds, the power
distance,
as well as powers whose ranges are not close,
activates automatically on the fifth round.
Only area and personal powers can be delayed. medium, or long, are not affected.
Using this feat does not increase the power
Any decisions you would make about the
point
cost
of the power.
delayed power, including attack rolls, designating
targets, or determining or shaping an area, are decided
when the power is manifested. Any effects resolved by Extend Power [Metapsionic]
those affected by the power, including saving throws, You can manifest powers that last longer than normal.
Benefit: To use this feat, you must expend your psionic
are decided when the delay period ends.
A delayed power can be dispelled normally focus.
You can manifest an extended power. An
during the delay, and can be detected normally in the
extended
power lasts twice as long as normal. A power
area or on the target by the use of powers that can
with a duration of concentration, instantaneous, or
detect psionic effects.
Using this feat increases the power point cost permanent is not affected by this feat.
Using this feat increases the power point cost
of the power by 2. The power’s total cost cannot exceed
of the power by 2. The power’s total cost cannot exceed
your manifester level.
your manifester level.
Empower Power [Metapsionic]
You can manifest powers to greater effect.
Benefit: To use this feat, you must expend your psionic
focus.
You can empower a power. All variable, numeric effects
of an empowered power are increased by one-half. An
empowered power deals half again as much damage
as normal, cures half again as many hit points, affects
half again as many targets, and so forth, as appropriate.
Augmented powers can also be empowered (multiply
1-1/2 times the damage total of the augmented power).
Saving throws and opposed checks (such as the one
you make when you manifest dispel psionics) are not
affected, nor are powers without random variables.
Using this feat increases the power point cost
of the power by 2. The power’s total cost cannot exceed
your manifester level.
Heighten Power [Metapsionic]
You can manifest psionic powers with greater potency.
Prerequisites: Manifester level 3rd.
Benefit: To use this feat, you must expend your psionic
focus. When manifesting a power, you may expend
additional power points to raise the level of the power.
Each additional power point you spend raises the level
of the power by one (you cannot raise the effective
level of a power higher than the highest level power
you can manifest). This increase in level does affect the
saving throw DC (if any) of the power.
The power points spent to manifest this power
are part of the cost of manifesting the power; and that
total cost cannot exceed your manifester level.
Inquisition Power [Metapsionic]
You can manifest psionic powers such that they do not
affect your allies.
Shaping and molding the elements is no mystery to Prerequisites: Any other Metapsionic feat.
Benefit: To use this feat, you must expend your psionic
you.
focus. When manifesting a power that has an area
th
Prerequisites: Manifester level 5 .
Benefit: Choose an energy type when you first take this effect, you can protect allies from the effect.
You can select up to one target per two
feat. When manifesting a power that has the associated
Energy Focus [Metapsionic]
54
Metapsionic Feats ▪ SKILLS AND FEATS
manifester levels to exclude from the effect. The
selected targets are completely immune to the effects
of the power being manifested.
Using this feat increases the power point cost
of the power by 4. The power’s total cost cannot exceed
your manifester level.
Maximize Power [Metapsionic]
You can manifest powers to maximum effect.
Benefit: To use this feat, you must expend your psionic
focus.
You can maximize a power. All variable, numeric
effects of a power modified by this feat are maximized.
A maximized power deals maximum damage, cures the
maximum number of hit points, affects the maximum
number of targets, and so on, as appropriate. Saving
throws and opposed checks are not affected, nor are
powers without random variables.
Augmented powers can be maximized; a
maximized augmented power deals the maximum
damage (or cures the maximum hit points, and so on)
of the augmented power.
An empowered and maximized power gains
the separate benefits of each feat: the maximum result
plus one-half the normally rolled result.
Using this feat increases the power point cost
of the power by 4. The power’s total cost cannot exceed
your manifester level.
Opportunity Power [Metapsionic]
You can make power-enhanced attacks of opportunity.
Benefit: To use this feat, you must expend your psionic
focus. When you make an attack of opportunity, you
can use any power you know with a range of touch, if
you have at least one hand free.
Manifesting this power is an immediate action.
You cannot use this feat with a touch power
whose manifesting time is longer than 1 full-round
action.
Using this feat increases the power point cost
of the power by 6. The power’s total cost cannot exceed
your manifester level.
Normal: Attacks of opportunity can be made only with
melee weapons.
Quicken Power [Metapsionic]
You can manifest a power with a moment’s thought.
Benefit: To use this feat, you must expend your psionic
focus. You can quicken a power. You can perform
another action, even manifest another power, in the
same round that you manifest a quickened power. You
can manifest only one quickened power per round. A
power whose manifesting time is longer than 1 round
cannot be quickened.
Using this feat increases the power point cost
of the power by 6. The power’s total cost cannot exceed
your manifester level.
Manifesting a quickened power does not
provoke attacks of opportunity.
Split Psionic Ray [Metapsionic]
You can affect two targets with a single ray.
Prerequisite: Any other metapsionic feat.
Benefit: To use this feat, you must expend your psionic
focus. You can split psionic rays you manifest. The
split ray affects any two targets that are both within the
power’s range and within 30 feet of each other. If the
ray deals damage, each target takes as much damage as
a single target would take.
Using this feat increases the power point cost
of the power by 2.
Twin Power [Metapsionic]
You can manifest a power simultaneously with another
power just like it.
Benefit: To use this feat, you must expend your psionic
focus. You can twin a power. Manifesting a power
altered by this feat causes the power to take effect twice
on the area or target, as if you were simultaneously
manifesting the same power two times on the same
location or target. Any variables in the power (such as
duration, number of targets, and so on) are the same for
both of the resulting powers. The target experiences all
the effects of both powers individually and receives a
saving throw (if applicable) for each. In some cases,
such as a twinned psionic charm, failing both saving
throws results in redundant effects (although, in this
example, any ally of the target would have to succeed
on two dispel attempts to free the target from the charm
effect).
Using this feat increases the power point cost
of the power by 6. The power’s total cost cannot exceed
your manifester level.
Unconditional Power [Metapsionic]
Disabling conditions do not hold you back.
Benefit: To use this feat, you must expend your psionic
focus. Your mental strength is enough to overcome
some otherwise disabling conditions. You can manifest
an unconditional power when you are dazed, confused,
nauseated, or stunned.
Only personal powers and powers that affect
your person can be manifested as unconditional powers.
Using this feat increases the power point cost of the
power by 8. The power’s total cost cannot exceed your
manifester level.
Widen Power [Metapsionic]
You can increase the area of your powers.
Benefit: To use this feat, you must expend your
psionic focus. You can alter a burst, emanation, line, or
spread-shaped power to increase its area. (Powers that
do not have an area of one of these four sorts are not
affected by this feat.) Any numeric measurements of
the power’s area increase by 100%.
Using this feat increases the power point cost of the
power by 4. The power’s total cost cannot exceed your
manifester level.
Entropic Feats
The feats below have two types; the Entropic type, and
either the General, Psionic, or Metapsionic type. For
the specifics of the General, Psionic, and Metapsionic
types, see above. Only creatures with the Entropic
subtype may select feats with the Entropic type.
55
SKILLS AND FEATS ▪ Entropic Feats
Corrupting Power [Entropic, Metapsionic] Food for Thought [Entropic, Psionic]
Your powers corrupt the life energies of creatures that
they affect.
Benefit: To use this feat, you must expend your psionic
focus. You can add 1 negative level to the damage that
any power deals. If the power requires an attack roll to
hit, then this damage is also increased by a confirmed
critical hit.
This feat can only be applied to powers that
deal damage; powers that have non-damaging effects
cannot be affected by this feat.
The negative level damage dealt by this feat
cannot be negated by a saving throw; however, this
damage is also made after any applicable saving throws
are dealt. The inflicted creature receives a Fortitude
saving throw 24 hours later to remove the negative level;
the save DC is 10 + ½ manifester level + Constitution
modifier.
Using this feat increases the power point cost
of the power by 8. The power’s total cost cannot exceed
your manifester level.
56
The consumption of brain matter rejuvenates your
mind.
Prerequisites: Manifester level 1st.
Benefit: You may consume a fresh brain to regain
power points. Eating a brain is a full-round action. If
the consumed brain came from a psionic or entropic
creature, you regain one power point per Hit Dice of
the creature. If the consumed brain came from a nonpsionic and non-entropic creature with greater than
3 Intelligence you regain one power point per two
Hit Dice of the creature (round down, minimum 1);
otherwise you regain one power point per four Hit Dice
of the creature (round down, minimum 1).
The use of this feat cannot restore more power
points than you have expended. There is no limit to the
number of times each day that you may use this feat; its
use is restricted solely based on the availability of fresh
brains.
For the purposes of this feat, a brain is fresh if
the creature it belonged to was killed within 10 minutes
of consumption. After that time the brain has lost the
special spark that provides the true benefits of this
Entropic Blast [Entropic, Psionic]
feat. The application of a gentle repose spell or similar
You channel extra psionic energy into an attack.
doubles the above time limit.
th
Prerequisites: Manifester level 5 .
Benefit: You may spend a move action and your psionic Normal: Consuming brains grants nutrition (and
focus when manifesting a power to imbue it with extra depending on culture is repulsive).
psionic energy. You may spend a number of extra power
points equal to half of the power point cost of the power Improved Natural Psionics [Entropic, Psionic]
(minimum 1).
You manifest your natural psionic abilities with greater
Each power point so spent adds +1 to the power and ability than most of your race.
damage dealt by the power; this added damage is Entropic. Prerequisites: Racial Psi-like Abilities.
Furthermore, if the power has a saving throw, the DC is Benefit: The manifester for all psi-like abilities granted
raised by +1 for each four power points so spent.
by your race (and/or template) have their manifester
These extra power points do not count as part level raised by two. This increases the maximum
of the manifesting cost of the power (and thus the cost augmentation options for all of these abilities. This feat
of the power plus these power points may exceed your cannot raise the effective manifester level of psi-like
manifester level).
abilities higher than your total Hit Dice.
The use of this feat does provoke an attack of
opportunity; however, you may use this feat defensively Taste for Knowledge [Entropic, Psionic]
by making a Concentration check with a DC of 10 + the The consumption of brain matter empowers your
number of power points expended by using this feat.
memory.
You cannot use this feat in conjunction with Prerequisites: Food for Thought, Base Fortitude Save
Overchannel, although it can be used with Wild Surge. +5.
Special: If you have the ability to use psi-like abilities, Benefit: Anytime you consume a fresh brain, you gain
you may apply this feat when using one of those more than just power points. You may attempt a DC 15
abilities. The maximum number of power points you Intelligence check. If you succeed then you temporarily
may apply to such abilities is half of the manifester level gain 1 rank in any Knowledge skill that the creature
(round down, minimum 1) of your psi-like abilities. You whose brain you just consumed had a rank in.
must still have a power point reserve to use this feat in For every two points by which you succeed your check
this manner.
you gain another temporary rank in any Knowledge skill
that the original creature had a rank in. You cannot gain
Entropic Smite [Entropic, General]
more temporary ranks in any given skill than the original
Your smite attacks are filled with entropic energy.
creature had actual ranks.
Prerequisites: Smite ability.
All temporary ranks count, for the purposes of
Benefit: When you use a smite attack, you may choose making trained only checks, as actual ranks. Temporary
to forgo the normal extra smite damage. Instead, your ranks ignore the maximum skill rank rule and expire
attack deals double that amount as bonus entropic after 12 hours. You may not have more temporary
damage. This means that it is not subject to normal ranks in any given skill than half of your level (round
damage reduction or energy resistance; however, as down). Temporary ranks do not going towards skill rank
bonus damage it is not multiplied on critical hits.
maximums, thus it is possible through the use of this
You must declare the use of this feat when feat to increase your effective skill ranks in a knowledge
skill higher than the normal maximum for your level.
declaring the smite attack.
val'Abebi Master of the First Gift ▪ PRESTIGE CLASSES
Chapter Four: Prestige Classes
The Val Family Training Regimes
The various Val families of Onara have developed
specialized training regimes and methods for psionically
active members of their family. These regimes are
specific to each family, and being trained in them
typically requires the trainee to swear an oath of fealty
to the family.
The secrets of these training regimes are
closely guarded, and those who are caught teaching
them outside of the family are quickly, and permanently,
silenced.
The family requirements of these prestige
classes refer to the bloodline powers that the Val can
make use of, not the family who has given the Val his
or her name.
A special note must be made about the
val’Holryn. Members of the val’Holryn family are
extended the courtesy of training by the family whose
bloodline they mimic; however, if they accept this offer
then they are forevermore considered a member of that
Val family, and not the val’Holryn (for the purposes of
loyalty and the various available training regimes).
In Living Arcanis, any PC may take levels in
one of the Val Family Training Regimes (if they meet
the requirements). No family will teach its secrets to
someone who has already partaken of the secrets of
another family.
val’Abebi Master of the First Gift
“Althares told us during the ancient times that he
would give us three gifts. The first was the power of
tamed lightning. We mastered this gift and used it to
reshape our people. In our folly, we blinded ourselves
and have paid the price. Now, we have the second
gift, but who are we to reject the first? Nay, we must
still strive to maintain our mastery of the First Gift of
Althares.”
~ N’duku val’Abebi, Electromancer (Master
of the First Gift)
Some take upon more than merely becoming familiar
with knowledge; they strive for a deeper understanding,
a true mastery of the knowledge. Those few who can
attain mastery of the knowledge of Althares’ First Gift
are respected, and feared. Their power over electricity
is unparalleled, until they seem to become creatures of
electricity themselves.
Hit Die: d4.
Requirements
To qualify to become a Master of the First Gift, a
character must fulfill all the following criteria.
Alignment: Any Neutral.
Feats: Great Fortitude.
Skills: Concentration 9 ranks, Knowledge (Science) 5
ranks, Psicraft 9 ranks.
Manifesting: 5th level manifester, and able to manifest
energy current.
Special: val’Abebi or val’Holryn (with val’Abebi
powers); Bloodrank of 2 or higher; must be trained
in Altheria; must have sworn fealty to the val’Abebi
family.
Class Skills
The Master of the First Gift’s class skills (and the
key ability for each skill) are Autohypnosis (Wis),
Concentration (Con), Craft (Int), Knowledge (All,
taken individually) (Int), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are Class Features of the Master of
the First Gift prestige class.
Weapon and Armor Proficiency: A Master of the First
Gift gains no additional weapon or armor proficiencies.
However, a Master of the First Gift cannot wear metal
armor, or bear metal weapons. If he does so, none of his
class abilities function for 24 hours.
The Altherian people are ruled by wisdom, and Powers Known: At every level indicated on the table,
driven by their search for knowledge. This pursuit of the character gains additional power points per day and
knowledge has its costs, as well the Altherians know. access to new powers as if she had also gained a level
in whatever manifesting class she belonged to before
Table 4-1: Master of the First Gift
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base
Fort
Attack Bonus Save
+0
+2
+1
+3
+1
+3
+2
+4
+2
+4
+3
+5
+3
+5
+4
+6
+4
+6
+5
+7
Ref Will
Save Save Special
+2
+0 Ward of Althares (+4)
+3
+0 —
+3
+1 Electric Veins
+4
+1 Ward of Althares (+6)
+4
+1 —
+5
+2 Electric Being
+5
+2 —
+6
+2 Ward of Althares (+8)
+6
+3 —
+7
+3 Electrocute
Powers Known
—
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
—
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
57
PRESTIGE CLASSES ▪ val'Assante Order of the Solemn Vows
she added the prestige class. She does not, however,
gain any other benefit a character of that class would
have gained (bonus feats, metapsionic or item creation
feats, psicrystal special abilities, and so on). This
essentially means that she adds the level of Master of
the First Gift (excluding the first and sixth levels) to the
level of whatever manifesting class the character has,
then determines power points per day, powers known,
and manifester level accordingly.
If a character had more than one manifesting
class before she became a Master of the First Gift, she
must decide to which class she adds the new level of
Master of the First Gift for the purpose of determining
power points per day, powers known, and manifester
level.
Ward of Althares (Su): So long as the Master of the
First Gift is psionically focused, he gains a +4 dodge
bonus to Armor Class and Reflex saves against metal
weapons and electricity based spells, powers, and
effects.
At 4th level, this dodge bonus increases to +6, and it
reaches its maximum of +8 at 8th level.
val’Assante Order of the Solemn Vows
“In this dark world, it is those with honor who lead the
way and bring light into the dark. It is those with mercy
who shall be remembered, and those who alleviate the
suffrage of others who shall know the respect of the
ages. Uphold those three basic tenets of Illiir and you
will be immortal amongst your brethren.”
~ Alierre val’Assante, Confessor of the Order
of the Solemn Vows
The val’Assante family have shepherded and guided
the Empire of Man since the earliest days of the Val
race. It is widely believed by many that the family has
lost its path, and perhaps it has. However, there are
some val’Assante who have not forgotten the truth of
why Illiir chose them and set them above others. They
recall their sacred duty, and seek always to fulfill it.
However, the small number of individuals
who meet the requirements of the Order are all trained
within the Illonica province of Coryan at the Order’s
holdings. While the Order is not concealed from public
knowledge, it is also not widely known.
The most common path to becoming a member
of the Order of the Solemn Vows is by being a Psychic
Warrior. Within the order there are various ranks, each
marking a new vow that the member has taken.
Electric Veins (Ex): At 3rd level, the Master of the
First Gift gains electricity resistance 10. This resistance
improves to 20 at 7th level, and at 10th level, the Master Hit Die: d8.
of the First Gift is completely immune to electricity Requirements
effects, spells and powers.
To qualify to become a member of the Order of
the Solemn Vow, a character must fulfill all of the
Electric Being (Ex): The Master of the First Gift who following criteria.
has reached 6th level find that his body is now starting Alignment: Any non-Evil and non-Chaotic.
to become permanently charged with electricity. Any Base Attack Bonus: +5.
foe who strikes the Master of the First Gift with a metal Feats: Dodge, Weapon Finesse, Weapon Focus (any
weapon in melee immediately suffers 4d6 electricity one-handed or light weapon that can be used with
damage. The attacker receives a Reflex save (DC Weapon Finesse).
10 + ½ class level + Constitution modifier) for half Skills: Concentration 5 ranks, Examine Martial
damage.
Technique 3 ranks, Knowledge (History) 3 ranks,
Knowledge (Warfare and Tactics) 3 ranks.
Electrocute (Ps): Twice per day, a Master of the First Manifesting: Able to manifest 1st level powers.
Gift who has reached a complete understanding of Special: val’Assante or val’Holryn (with val’Assante
electricity can charge his body.
powers); Bloodrank of 2 or higher; must be trained in
Coryan.
This charge may be discharged in two ways. It may be
discharged by directly touching a foe, in which case Class Skills
the foe suffers 1d6 electricity damage per Hit Die of The Order of the Solemn Vow’s class skills (and the key
the Master of the First Gift. Alternatively, it can be ability for each skill) are Balance (Dex), Bluff (Cha),
discharged as a 60-foot line of electricity, in which case Concentration (Con), Diplomacy (Cha), Examine
all creatures in the line suffer 1d6 electricity damage Martial Technique (Wis), Escape Artist (Dex), Jump
per two Hit Die of the Master of the First Gift (round (Str), Knowledge (History) (Int), Knowledge (Warfare
down).
and Tactics) (Int), Listen (Wis), Psicraft (Int), Sense
Motive (Wis), Spot (Wis), and Tumble (Dex).
Both discharges grant a saving throw to resist part of Skill Points at Each Level: 2 + Int modifier.
the effects. The touch attack grants a Fortitude save,
while the line effect grants a Reflex save. The DC for Class Features
these saves is 10 + ½ Hit Dice + Constitution modifier. All of the following are Class Features of the Order of
Finally, any creature that fails their save against this the Solemn Vow prestige class.
attack is dazed and stunned for one round.
58
val'Assante Order of the Solemn Vows ▪ PRESTIGE CLASSES
Weapon and Armor Proficiency: A member of the
Order of the Solemn Vow gains proficiency in all simple
and martial weapons. He also gains exotic proficiency
with the Gladius. He does not gain any armor or shield
profiencies. While a member of the Order cannot use
the Weapon Finesse feat with a gladius, anytime there
is a class ability that functions with a finessable onehanded or light weapon, he can substitute the gladius
in its place.
Powers Known: At every level indicated on the table,
the character gains additional power points per day and
access to new powers as if she had also gained a level
in whatever manifesting class she belonged to before
she added the prestige class. She does not, however,
gain any other benefit a character of that class would
have gained (bonus feats, metapsionic or item creation
feats, psicrystal special abilities, and so on). This
essentially means that she adds the level of Order of the
Solemn Vow (excluding the second level) to the level
of whatever manifesting class the character has, then
determines power points per day, powers known, and
manifester level accordingly.
If a character had more than one manifesting
class before she became a member of the Order of
the Solemn Vow, she must decide to which class she
adds the new level of Order of the Solemn Vow for the
purpose of determining power points per day, powers
known, and manifester level.
My Honor Protects Me (Ex): While wearing no armor
and carrying no shield, the Coepi applies his Wisdom
bonus and half of his character level (round up) to
Armor Class as an armor bonus. A helpless Coepi does
not retain this bonus to Armor Class. These benefits
do not stack with the improvements to Armor Class
granted by the monk class.
Canny Defense (Ex): At 2nd level, a Coepi who is not
wearing any armor, carrying no shield, and is wielding
a one-handed or light melee weapon receives his
Intelligence bonus as a shield bonus to Armor Class.
This bonus may not exceed his class level.
If the Coepi is denied his Dexterity bonus or
caught flat-footed, he also loses this bonus. If he has
canny defense from another class, they do not stack;
instead the bonus granted is increased by +1 (above and
beyond what he would normally receive).
Vow of Mercy (Ex & Su): At 3rd level, the member of
the Order of the Solemn Vows swears his second vow,
attaining the rank of Medicus. This vow requires the
Medicus to never knowingly kill an innocent and to
always accept surrender when a foe attempts to do so.
While this vow is upheld, any one-handed or
light weapon that can be used with the Weapon Finesse
feat that the Medicus wields gains the Merciful special
quality. The Medicus may suppress or resume this
portion of the ability, which is supernatural in nature,
as a free action. This ability only functions while the
Vow of Service (Ex): At first level a potential member Medicus is wearing no armor and carrying no shield.
of the Order of the Solemn Vows undertakes his first
vow. This vow extols the virtues of duty and service, Perfect Cut (Ex): A Medicus has the ability to, once
and binds the new member of the Order to serving the per day, declare a single attack a perfect cut. This
needs of the Order. Once this vow is sworn, the new attempt must be declared before the attack roll is made,
member is known as a Coepi of the Solemn Vows.
and only one perfect cut attempt may be made each
Someone who has sworn this vow must round (even if the Medicus has multiple uses of perfect
continue to progress in this class and may not take a cut each day).
level in any other class until he has completed all ten
If the attack is successful it deals double
levels of this class.
damage. If the attack is a critical hit, the critical
Breaking this vow (or any subsequent vow) multiplier is increased by one instead of doubling the
results in the loss of all class abilities until he has damage.
received an atonement from a cleric of Illiir.
At 6th and again at 9th levels, the Medicus
gains one additional use of this ability each day. This
Table 4-2: Order of the Solemn Vow
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base Attack Fort Ref Will
Bonus
Save Save Save Special
+1
+2
+0
+0 Vow of Service, My
Honor Protects Me
+2
+3
+0
+0 Canny Defense
+3
+3
+1
+1 Vow of Mercy, Perfect
Cut (1/day)
+4
+4
+1
+1 Vow of Suffrage
+5
+4
+1
+1 Vow of Glory
+6
+5
+2
+2 Perfect Cut (2/day)
+7
+5
+2
+2 —
+8
+6
+2
+2 Vow of Radiance
+9
+6
+3
+3 Perfect Cut (3/day)
+10
+7
+3
+3 Vow of Perfection,
Exemplar
Powers Known
+1 level of existing manifesting class
+1 level of existing manifesting class
—
+1 level of existing manifesting class
+1 level of existing manifesting class
—
+1 level of existing manifesting class
+1 level of existing manifesting class
—
+1 level of existing manifesting class
59
PRESTIGE CLASSES ▪ val'Borda Adept of the Shadows
ability may only be used with one-handed or light
weapons that can be used with the Weapon Finesse
feat. This ability only functions while the Medicus is
wearing no armor and carrying no shield.
Exemplar (Ex): A Ductor is expected, as the pinnacle
of the Order of the Solemn Vows, to provide example
to others of the ideals of the Order. To assist with this
unending task, the Ductor becomes immune to fear
effects, and grants all allies within a 30 foot radius a +4
bonus to saves made to resist fear effects. Furthermore,
he also adds the Psionic Iron Body power to his list of
known powers. This power has a base power point cost
of 13 for the Ductor.
Vow of Suffrage (Ex): At 4th level, the member of
the Order of the Solemn Vows swears his third vow,
attaining the rank of Iudex. This vow requires the
Iudex to protect the weak from any who would prey
upon them.
While this vow is upheld, the Iudex adds the val’Borda Adept of the Shadows
Chosen Defender power to his list of powers known. Our lord lives within, breathes, and creates shadow. It
Furthermore, the base power point cost of the Empathic is for us to use these gifts and perform our obeisance to
Transfer power is reduced to 1 for the Iudex.
him. Come, my children .Let us spread the holy gift of
the Lord of Shadows to those whom it is deserved.
Vow of Glory (Ex): A 5th level member of the Order of
~ Creed of the val’Borda Adept of Shadows
the Solemn Vows swears his fourth vow, attaining the
rank of Caput. This particular vow requires the Caput There are those who take to shadow; at the foremost
to never refuse an honorable duel, and to never run amongst them are the val’Borda family. Amongst the
from battle while others remain on the field of battle.
members of that family exists a fraternity of sorts, the
While this vow is upheld, the Caput gains Brotherhood of Shadow. Within the Brotherhood are
the Strength of the Coryani Heart feat as a bonus feat. all sorts; however, they hold to themselves a private
Furthermore, while engaged in an honorable duel, training regime through which they train the Adepts of
the Caput gains a number of temporary power points the Shadows.
equal to double his class level. These power points are
The Adepts of the Shadows are not mere
expended first, and any remaining temporary power assassins; rather they are master spies and excel at
points are lost when the duel is concluded.
infiltration and information gathering. However, they
are not without the ability to defend themselves if faced
Vow of Radiance (Ex & Su): An 8th level member of with combat.
the Order of the Solemn Vows swears his fifth vow,
attaining the rank of Rector. The vow of radiance Hit Die: d6.
requires the Rector to bring light to the darkness. There Requirements
are many interpretations of this vow, but the most To qualify to become an Adept of the Shadows, a
common is that the vow means the bringing of justice character must fulfill all of the following criteria.
to those who have none. Other interpretations include Alignment: Any Lawful.
bringing mercy to those with none, and honor to places Base Attack Bonus: +3.
where there is none.
Feats: Rapid Forming, Weapon Focus (Mind or
While upholding this vow, the Rector may Shadow Blade).
draw power from the glorious light of Illiir. Once per Skills: Gather Information 8 ranks, Move Silently 5
day, when standing in natural sunlight, the Rector ranks, Hide 5 ranks, Tumble 5 ranks.
may call upon Illiir as a full-round action. This grants Special: Must have either a Mind Blade or a Shadow
him fast healing 3 for one minute. Each time this fast Blade.
healing ability heals 3 hit point of damage, the Rector Special: val’Borda or val’Holryn (with val’Borda
also regains 3 power point. This is a supernatural powers); Bloodrank of 2 or higher; must be trained in
ability that only functions while the Rector is wearing Coryan.
no armor and carrying no shield.
Class Skills
Vow of Perfection (Ex): At 10th level, a member of the The Adept of the Shadows’ class skills (and the key
Order of the Solemn Vows swears his sixth and final ability for each skill) are Autohypnosis (Wis), Balance
vow, attaining the rank of Ductor. This vow requires (Dex), Bluff (Cha), Climb (Str), Concentration (Con),
the Ductor to attempt perfection in all he does. Thus, Craft (Int), Diplomacy (Cha), Gather Information
when not engaged in combat, the Ductor must always (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int),
attempt to “take 20” when it is not obvious that doing Knowledge (Nobility and Royalty) (Int), Knowledge
so would result in a catastrophic failure.
(Psionics) (Int), Listen (Wis), Move Silently (Dex),
However, the Ductor gains his Charisma Open Lock (Dex), Profession (Wis), Search (Int), Spot
bonus (if positive) as a bonus to all saving throws. This (Wis), Sleight of Hand (Dex), Tumble (Dex), and Use
ability does not stack with the divine grace ability that Psionic Device (Cha).
paladins have (and other similar abilities). This ability Skill Points at Each Level: 6 + Int modifier.
only functions while the Ductor is wearing no armor
and carrying no shield.
Class Features
All of the following are Class Features of the Adept of
the Shadows prestige class.
60
val'Borda Adept of the Shadows ▪ PRESTIGE CLASSES
Weapon and Armor Proficiency: An Adept of the
Shadows gains proficiency in the hand crossbow and
shortbow. She does not gain any additional armor
proficiencies.
Shadow Blade Affinity (Ex): An Adept of the Shadows
may add levels in this class to those of the class that
grants the Shadow Blade ability to determine the
benefits of the blade.
If the Adept of the Shadows has a Mind Blade,
Power Points per Day: An Adept of Shadows’ ability she may add half her Adept of the Shadows levels
to manifest powers is limited by the power points (round down) to the class that grants the Mind Blade to
she has available. Her base daily allotment of power determine the benefits of the blade.
points is given on Table 4-3: Adept of the Shadows. In
addition, she receives bonus power points per day if Informants (Ex): An Adept of the Shadows is a
she has a high Intelligence score (see Table 2-1: Ability master at gathering information, even that which is
Modifiers and Bonus Power Points. Her race may also not normally known. At each level, she chooses one
provide bonus power points per day, as may certain city to add to the list of city that she has a full network
feats and items.
of informants within. In those cities, she recieves an
enhancement bonus to Gather Information checks
Powers Known: An Adept of the Shadows learns equal to her class level. In all other cities, she recieves
one power at first level, and from that time onwards, half the above bonus due to her ability to quickly locate
each time she achieves a new level, she unlocks the information sources.
knowledge of one new power.
Choose the powers known from the Adept of Shadow Strike (Ex): If an Adept of the Shadows can
the Shadows power list. An Adept of the Shadows can catch an opponent when he is unable to defend himself
manifest any power that has a power point cost equal effectively from her attack, she can strike a vital spot
to or lower than her manifester level.
for extra damage.
The total number of powers an Adept of the
The Adept of the Shadows’ attack deals extra
Shadows can manifest in a day is limited only by her damage any time her target would be denied a Dexterity
daily power points.
bonus to AC (whether the target actually has a Dexterity
An Adept of the Shadows simply knows her bonus or not), or the Adept of the Shadows flanks her
powers; they are ingrained in her mind. She does not target. Should the Adept of the Shadows score a critical
need to prepare them (in the way that some spellcasters hit with a shadow strike, this extra damage is not
prepare their spells), though she must get a good night’s multiplied. The extra damage from this ability stacks
sleep each day to regain all her spent power points.
with the extra damage from the sneak attack special
The Difficulty Class for saving throws against ability.
Adept of the Shadows powers is 10 + the power’s level
The shadow strike ability may be used with
+ the Adept of the Shadows’ Intelligence modifier.
ranged attacks, but only up to a maximum range of 30
feet.
Maximum Power Level Known: An Adept of the
An Adept of the Shadows can shadow strike
Shadows is able to learn powers of 1st level. As she only living creatures with discernable anatomies–
attains higher levels, she may gain the ability to master undead, constructs, oozes, plants, and incorporeal
more complex powers.
creatures lack vital areas to attack. Any creature that
To learn or manifest a power, an Adept of the is immune to critical hits is not vulnerable to shadow
Shadows must have an Intelligence score of at least 10 strikes. The Adept of the Shadows must be able to see
+ the power’s level.
the target well enough to pick out a vital spot and must
Table 4-3: Adept of the Shadows
Power
Base Attack Fort Ref Will
Points / Powers
Level Bonus
Save Save Save Special
Day
Known
1st
+0
+0
+2
+0 Shadow Blade Affinity,
2
1
Informants, Shadow Strike
(1d6)
2nd
+1
+0
+3
+0 Evasion
5
2
3rd
+2
+1
+3
+1 Uncanny Dodge
9
3
4th
+3
+1
+4
+1 Cloak of Night, Shadow Strike
14
4
(2d6)
5th
+3
+1
+4
+1 Greater Weapon Focus
20
5
6th
+4
+2
+5
+2 Improved Uncanny Dodge
28
6
7th
+5
+2
+5
+2 Shadow Strike (3d6)
37
7
8th
+6
+2
+6
+2 —
47
8
9th
+6
+3
+6
+3 Shadow Delving
58
9
10th +7
+3
+7
+3 Crippling Strike, Shadow
70
10
Strike (4d6)
Maximum
Power Level
Known
1st
1st
1st
2nd
2nd
3rd
3rd
4th
4th
5th
61
PRESTIGE CLASSES ▪ val'Dellenov Shaper of the Flesh
be able to reach such a spot. An Adept of the Shadows Crippling Strike (Ex): An Adept of the Shadows who
cannot shadow strike while striking a creature with has reached the pinnacle of the arts learns how to use her
concealment or striking the limbs of a creature whose shadow strike ability to inflict different types of damage.
vitals are beyond reach.
When making a crippling strike, the Adept of
the Shadows may choose, before rolling damage, to
Evasion (Ex): Starting at 2nd level, an Adept of the forgo a number of extra dice of damage that the shadow
Shadows can avoid even magical and unusual attacks strike ability would grant to deal different kinds of
with great agility. If she makes a successful Reflex damage.
saving throw against an attack that normally deals
half damage on a successful save, she instead takes no Shadow Strike
Dice Forsaken Alternate Extra Damage
damage. Evasion can be used only if the Adept of the
1 extra point of Strength or
Shadows is wearing light or no armor. A helpless Adept 1d6
Dexterity damage
of the Shadows does not gain the benefit of evasion.
2d6
-10 foot penalty to the movement
speed of the target (minimum 5
Uncanny Dodge (Ex): A 3rd level and higher Adept of
feet; does not stack)
the Shadows can react to danger before her senses would
3d6
Target is silenced and unable to
normally allow her to do so. She retains her Dexterity
cast spells or use abilities with
bonus to AC (if any) even if she is caught flat-footed or
a verbal component. This persists
struck by an invisible attacker. However, she still loses
until the target is the recipient of
her Dexterity bonus to AC if immobilized.
healing magic.
If an Adept of the Shadows already has
uncanny dodge from a different class she automatically Multiple effects can be combined. For example, by
gains improved uncanny dodge instead.
forsaking all of her shadow strike damage, an Adept of
Cloak of Night (Su): Starting at 4th level, an Adept of
the Shadows can summon forth Cadic’s dark shroud
and conceal herself. By spending 10 power points, as
a standard action, the Adept of the Shadows gains the
Hide in Plain Sight ability for one minute.
the Shadows could halve a target’s movement rate and
deal 2 damage to the target’s Dexterity.
Any given crippling strike cannot reduce any
single ability by more than 2 points; furthermore, the
ability damage is not poison damage, and as extra
damage is not multiplied on a successful critical hit.
Hide in Plain Sight (Su): An Adept of the Shadows
can use the Hide skill even while being observed. As val’Dellenov Shaper of the Flesh
long as she is within 10 feet of some sort of shadow, “Your reliance on the creations of man will be
an Adept of the Shadows can hide herself from view in your downfall. Claw and Fang, Blood and Bone,
the open without anything to actually hide behind. She these are the ways of the Shapers of Flesh.”
~ Vash val’Dellanov, Shaper of Flesh.
cannot, however, hide in her own shadow.
Greater Weapon Focus (Ex): At 5th level, an Adept
of the Shadows gains Greater Weapon Focus (Shadow
Blade) or Greater Weapon Focus (Mind Blade) as a
bonus feat.
Improved Uncanny Dodge (Ex): An Adept of the
Shadows of 6th level or higher can no longer be
flanked. This defense denies rogues the ability to sneak
attack the character by flanking her, unless the attack
has at least four more levels in rogue (or whatever
class provides the sneak attack or shadow strike special
attack) than the Adept of Shadows does.
If the character already has uncanny dodge
from a second class, the character automatically gains
improved uncanny dodge instead, and the levels from
the classes that grant uncanny dodge stack to determine
the minimum level required to flank the character.
Deep in the jungles and forests of the world lives a small
group of val’Dellanov. They believe that the reliance of
the forge and of reworking metal has led to the downfall
of man. They believe that the gods gave them all the
things they need to wage war against your enemies.
They seek to perfect the fusion of animal and man,
combining the intelligence of man with the raw power
of the animal form. Masters of shaping their bodies, they
have given up all items that require fire to craft.
Hit Die: d8
Requirements
To qualify to become a Shaper of Flesh, a character
must fulfill all of the following criteria.
Alignment: Lawful Neutral, True Neutral or Chaotic
Neutral.
Base Fort Save: +5.
Feats: Power Attack, Combat Manifestation.
th
Shadow Delving (Ex): At 9 level, the shadow delving Skills: Concentration 9 ranks, Knowledge (Nature) 5
power is automatically added to the Adept of the ranks, Psicraft 9 ranks.
Manifesting: 5th level manifester, must be able to
Shadows list of known powers.
manifest animal affinity.
Casting: Must be able to cast charm animal.
Special: val’Dellanov or val’Holryn (with val’Dellanov
powers); Must be able to wildshape.
62
val'Dellenov Shaper of the Flesh ▪ PRESTIGE CLASSES
Class Skills
The Shaper of Flesh’s class skills (and the key ability
for each skill) are Autohypnosis (Wis), Balance (Dex),
Climb (Str), Concentration (Con), Craft (Int), Handle
Animal (Cha), Heal (Wis), Knowledge (Nature) (Int),
Knowledge (Psionics) (Int), Listen (Wis), Psicraft
(Int), Sense Motive (Wis), Spot (Wis), Survival (Wis),
Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are Class Features of the Shaper of
Flesh prestige class.
Weapon and Armor Proficiency: A Shaper of Flesh
gains no additional weapon or armor proficiencies.
Powers Known: At every level indicated on the table,
the character gains additional power points per day and
access to new powers as if she had also gained a level
in whatever manifesting class she belonged to before
she added the prestige class. She does not, however,
gain any other benefit a character of that class would
have gained (bonus feats, metapsionic or item creation
feats, psicrystal special abilities, and so on). This
essentially means that she adds the level of Shaper
of Flesh to the level of whatever manifesting class
the character has, then determines power points per
day, powers known, and manifester level accordingly.
If a character had more than one manifesting class
before she became a Shaper of Flesh, she must decide
to which class she adds the new level of Shaper of
Flesh for the purpose of determining power points per
day, powers known, and manifester level.
Spells Known: At every level indicated on the table,
the character gains additional spells per day and
access to new spells as if she had also gained a level
in whatever divine casting class she belonged to
before she added the prestige class. She does not,
however, gain any other benefit a character of that
class would have gained (bonus feats, metapsionic
or item creation feats, psicrystal special abilities, and
so on). This essentially means that she adds the level
of Shaper of Flesh to the level of whatever divine
casting class the character has, then determines spells
per day, spells known, and caster level accordingly.
If a character had more than one divine casting class
before she became a Shaper of Flesh, she must decide
to which class she adds the new level of Shaper of
Flesh for the purpose of determining spells per day,
spells known, and caster level.
Path of the Beast (Ex): A Shaper of Flesh lives
a solitary life, and upon starting the training that
is needed to become a Shaper of the Flesh, she
must swear an oath by Saluwe. This oath details the
following restrictions:
• The Shaper of Flesh may not wear, use, or carry
any item that is forged from metal. (This includes
items such as metal rings, jewelry, metal armors and
weapons, and more.)
• The Shaper of Flesh may not wear or use any weapon
or armor that is not part of a natural creature. (This
precludes the Shaper of Flesh from using weapons that
are created using spells or powers, excepting weapons
such as claws and bite attacks, which are natural
weapons.)
• The Shaper of Flesh may never have an animal
companion, psicrystal, or familiar. Furthermore, the
Shaper of Flesh may never take the Leadership feat,
and if she possesses the feat upon swearing the oath,
then all benefits of the feat are immediately lost.
• The Shaper of Flesh must complete all of her training
before she is able to undertake training of any different
kind. (Once you take one level of Shaper of Flesh, you
must take the remaining nine before any other class
may be taken.)
If the Shaper of Flesh breaks any of these
restrictions, then she loses access to all of the abilities
of this class until the offense is corrected, and for 24
hours afterwards.
This oath is not without benefits, for once this
oath is sworn, the animal affinity power has its base
power point cost reduced to 1 when manifested by the
Shaper of Flesh (this benefit does not extend to crafting
items; for example, a power stone of animal affinity or
a psi-crown with animal affinity still have the normal
manifesting cost).
Table 4-4: Shaper of the Flesh
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base Attack Fort Ref Will
Bonus
Save Save Save Special
+1
+2
+0
+2 Path of the Beast
+2
+3
+0
+3 Natural Armor (+2)
+3
+3
+1
+3 Swift Transformation
+4
+4
+1
+4 Form of the Predator I
+5
+4
+1
+4 Bestial Reflexes
+6
+5
+2
+5 Bestial Soul
+7
+5
+2
+5 Natural Armor (+4)
+8
+6
+2
+6 Form of the Predator II
+9
+6
+3
+6 Natural Armor (+6)
+10
+7
+3
+7 Predatory Apotheosis, Granted
Powers
Spellcasting / Powers Known
+1 divine caster level
+1 manifester level
+1 divine caster level
+1 manifester level
+1 divine caster level
+1 manifester level
+1 divine caster level
+1 manifester level
+1 divine caster level
+1 manifester level
63
PRESTIGE CLASSES ▪ val'Emman Dancer of the Flame
Furthermore, levels in Shaper of Flesh stack
Finally, while using form of the predator, the
with other classes that grant wildshape for the purpose Shaper of Flesh receives a +4 enhancement bonus to
of determining maximum Hit Dice, duration, and uses Strength, Dexterity, and Constitution. He also gains
per day. This stacking does not extend to unlocking Damage Reduction 5/silver.
additional creature sizes or types.
Granted Powers (Ex): At 10th level, the Shaper of
Natural Armor (Ex): Starting at 2nd level, a Shaper of Flesh may add the bestial form and bestial healing
the Flesh experiences a transformation in their flesh. powers to her list of known powers.
Their flesh hardens into thick, scaly armor plates or
coarse fur, or similar. This change grants them a +2 val’Emman Dancer of the Flame
bonus to natural armor, increasing to +4 at 7th level “Most see fire as the ultimate source of destruction,
and +6 at 9th level. The physical change this ability while ignoring the grace and utility of fire. Take it upon
represents is slightly different in each Shaper of the yourselves to demonstrate to the world that fire has a
Flesh. This ability is active, even while wildshaping or beauty, a grace, and a use beyond mere destruction.”
using form of the predator.
- Torvale val’Emman’s instructions to prospective
Dancers of the Flame
Swift Transformation (Su): Once per day per three
class levels, the Shaper of Flesh can wildshape as a The recent rediscovery of the val’Emman mentagi,
free action.
an ancient device that contains encoded history and
teachings, the views on the worship of Nier have been
Form of the Predator (Su): Having reached 4th level, broadened. While the val’Emman were members of the
the Shaper of Flesh chooses a single animal to become val’Virdan family for generations, they do also have
his preferred combat form. The chosen animal must their own perspective on the worship of Nier.
be one into which he can wildshape at the time. Once
Unlike the val’Virdan who worship Nier as the
a form has been chosen, it may not be changed. At 8th Justicar and Destroyer, the val’Emman typically worship
level, the Shaper of Flesh may select a second form, Nier as the Lord of Fire. It is true, fire is the ultimate
meeting the same criteria as the first (although, it may destroyer, but it also brings life behind it and can restore
be any animal that he can wildshape into at 8th level). areas that have been destroyed by other means. Yet,
The Shaper of the Flesh gains several benefits there is also an inescapable beauty and attraction to fire,
when wildshaped into a selected form. He may cast another pair of attributes favored by the val’Emman.
spells as if he had the Natural Spell feat. He gains a +1
The Dancer of the Flame’s training teaches
bonus to all saving throws. Finally, objects that occupy her to exemplify the beauty and grace of fire while not
the neck, belt, cloak, and fetish slots continue to grant reveling in absolute destruction.
their benefits.
Hit Die: d8
Bestial Reflexes (Su): At 5th level, the Shaper of Flesh Requirements
is in tune with his growing animal nature to the extent To qualify to become a val’Emman Dancer of the
that his reflexes become honed by instinct. He gains his Flame, a character must fulfill all of the following
Charisma bonus as a divine bonus to all saving throws. criteria:
If you already have similar abilities, such as divine Alignment: Any non-Lawful.
grace, you instead receive a +1 bonus to all saves.
Skills: Concentration 8 ranks, Knowledge (Religion) 1
rank, Knowledge (Psionics) 2 ranks.
Bestial Soul (Su): At 6th level, the Shaper of Flesh’s Manifesting: Must have a power point reserve of at
mind has changed such that he is now more animal least 1 power point.
than not. The Shaper of Flesh is considered an animal, Special: val’Emman or val’Holryn (with val’Emman
instead of his actual creature type, for the purposes powers).
of spells, powers, and effects that are dependent
on creature type. For example, charm person no Class Skills
longer affects a Shaper of Flesh; however, he can The Dancer of the Flame has the following class
be affected by a turn check that affects animals. skills (with the key ability for each skill): Climb
(Str), Concentration (Con), Craft (any) (Int), Examine
Predatory Apotheosis (Su): At 10th level, the Shaper Martial Technique (Wis), Intimidate (Cha), Jump (Str),
of Flesh becomes an animal in all rights. First, the Knowledge (Religion) (Int), Knowledge (Psionics)
Shaper of Flesh’s creature type changes to animal. He (Int), and Psicraft (Int).
does not lose any of his traits or abilities, nor does his Skill Points per level: 2 + Int. modifier.
Intelligence change. He does not gain the Augmented
subtype from this change.
Class Features
The Shaper of Flesh gains an extra 5 uses of All of the following are class features of the Dancer of
wildshape each day, but may no longer transform into the Flame prestige class.
any creature except those selected through his form
of the predator ability. This applies to all forms of Weapon and Armor Proficiency: Dancers of the
wildshape that the Shaper of Flesh may have.
Flame gain no proficiency with any weapon or armor.
64
val'Emman Dancer of the Flame ▪ PRESTIGE CLASSES
Table 4-5: Dancer of the Flame
of the Flame wields it. This ability stacks
with similar abilities granted by bloodline
powers, and magical enhancements.
Base
Attack Fort Ref Will
Nimbus (Ps): Beginning at 5th level, a
Bonus Save Save Save Special
Dancer of the Flame can activate this ability
Fire
lash
+1
+2
+2
+0
as a move action. Flames that harm neither
+2
+3
+3
+0 Fire adaptation, hand afire the Dancer of the Flame nor her equipment
engulf her entire body. While she is aflame,
+3
+3
+3
+1 Bolt of fire
the character’s Charisma score increases by
+4
+4
+4
+1 Weapon afire
4, she can make a melee touch attack for
+5
+4
+4
+1 Nimbus
2d6 points of fire damage, and she gains
+6
+5
+5
+2 Firewalk
damage reduction 5/magic. If she is struck
in melee, the attacker takes 2d6 points of
+7
+5
+5
+2 Fear no fire
fire damage. This ability lasts for up to 1
+8
+6
+6
+2 Greater weapon afire
minute per Dancer of the Flame level and
+9
+6
+6
+3 Heat death
is usable once per day.
+10
+7
+7
+3 Conflagration
Firewalk (Su): Beginning at 6th level, as
Fire Lash (Ps): A Dancer of the Flame gains the ability
a free action a Dancer of the Flame can expend her
to fashion a 15-foot-long whip of fire from unstable
psionic focus (see the Concentration skill description)
ectoplasm as a move action. She takes no damage from
to literally walk on air. She moves at her normal speed
a fire lash she creates, and if she releases her hold, it
in all directions, including vertically, but cannot move
immediately dissipates. The lash deals 1d8 points of
more than double her speed in a round. A firewalking
fire damage to a target within 15 feet on a successful
dancer leaves footprints of flame in the air that disperse
ranged touch attack. A Dancer of the Flame can take
in 2 rounds, but her tread does not deal damage. She
Weapon Focus and Weapon Specialization (if she
must pay 1 power point per round spent traveling in
otherwise meets the prerequisites) in conjunction with
this fashion.
the fire lash, as well as any feats that apply to the use of
a standard whip. The whip remains in existence as long
Fear No Fire (Ex): At 7th level, a Dancer of the Flame
as the Dancer of the Flame holds it. The fire lash can
becomes highly resistant to fire, gaining a +8 bonus on
be used to perform anything that a normal whip can do.
all saving throws against fire and heat spells and effects
The Danger of the Flame is considered proficient when
and also gaining resistance to fire 20. These bonuses
using the fire lash, but not any other whip (unless they
do not stack with those granted by the Fire Adaptation
are otherwise proficient in the use of whips).
ability. At 10th level, these bonuses become complete
immunity to fire.
Fire Adaptation (Ex): At 2nd level, a Dancer of the
Flame becomes resistant to fire, gaining a +4 bonus
Greater Weapon Afire (Ps): At 8th level, when a
on all saving throws against fire and heat spells and
Dancer of the Flame activates her hand afire ability or
effects. In addition, she gains resistance to fire 10.
her weapon afire ability, her unarmed attack or weapon
deals an extra 4d6 points of fire damage instead of 2d6.
Hand Afire (Ps): A Dancer of the Flame of 2nd level
Touch attacks made while she uses the nimbus ability
or higher can activate this ability as a move action.
likewise deal 4d6 points of damage instead of 2d6.
Flames engulf one of the Dancer of the Flame’s hands
(but do her no harm). Her unarmed attacks with that
Heat Death (Ps): A Dancer of the Flame who reaches
hand are treated as armed. Such attacks deal an extra
9th level can expend her psionic focus and take a full
2d6 points of fire damage.
attack action to raise the internal temperature of one
living creature within 30 feet to lethal levels. The target
Bolt of Fire (Ps): Starting at 3rd level, as a standard
must succeed on a Fortitude saving throw (DC 14 + the
action, a Dancer of the Flame can launch a bolt of
Dancer of the Flame’s Cha modifier) or die horrifically
psionically manifested fire at any target in line of sight
as its blood (or other internal fluid) boils. Even on
within 60 feet. This effect is treated as a ranged touch
a successful save, the target takes 4d8 points of fire
attack and deals 1d6 points of fire damage for each
damage from the heat.
class level the Dancer of the Flame has. This ability can
be used at most once per day per class level.
This ability may be used twice per day at 9th level,
and three times each day at 10th level. This is a psionic
Weapon Afire (Ps): At 4th level and higher, a Dancer
effect and is considered to have the [Death] and the
of the Flame can activate this ability as a move action.
[Fire] descriptors. Treat this as a 4th level power for
Flames that harm neither her nor the weapon engulf
the purposes of spells or powers that grant immunity to
one weapon she holds (which can be a projectile such
effects with the [Death] and/or [Fire] descriptors.
as a stone, bullet, arrow, or bolt). The weapon deals
an extra 2d6 points of fire damage on a successful hit.
The weapon retains this effect for as long as the Dancer
Class
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
65
PRESTIGE CLASSES ▪ val'Holryn Master of Mimicry
Conflagration (Ps): At 10th level, a Dancer of the
Flame gains the ability to create a massive burst of
raging flames around herself, burning everything in
the area. Once per day, as a standard action, she can
use this ability to deal 15d6 points of fire damage in
a 30-foot-radius burst emanating from herself. Any
creature or object caught in the burst can make a Reflex
saving throw (DC 15 + the Dancer of the Flame’s
Cha modifier) for half damage. Anyone failing the
Reflex save against the conflagration must also make
a Fortitude saving throw (same DC) or die due to
extreme shock from the intense heat.
This is a psionic effect and is considered to
have the [Death] and the [Fire] descriptors. Treat this
as a 5th level power for the purposes of spells or powers
that grant immunity to effects with the [Death] and/or
[Fire] descriptors.
Hit Die: d6
Requirements
To qualify to become a val’Holryn Master of Mimicry,
a character must fulfill all the following criteria:
Feats: Expanded Insight, Skill Focus (Psicraft).
Skills: Knowledge (Psionics) 13 ranks, Psicraft 13
ranks, Research 5 ranks.
Special: val’Holryn (with any power set); must be
trained in Milandir.
Class Skills
The Master of Mimicry has the following class skills
(with the key ability for each skill): Autohypnosis
(Wis), Concentration (Con), Craft (Int), Knowledge
(any, taken individually) (Int), Psicraft (Int), and
Research (Int).
Skill Points per level: 2 + Int. modifier.
Class Features
Amongst all of the Val families, the val’Holryn are All of the following are class features of the Master of
unique in their ability to manifest the bloodline powers Mimicry prestige class.
of the other Val families. It is possible that the family
does have bloodline powers of their own, but if they Weapon and Armor Proficiency: The Master
do then their use is either so subtle as to be unnoticed, of Mimicry gains no additional weapon or armor
or they simply never use them where anyone not of the proficiencies.
family can observe their use.
This unique ability of the val’Holryn family Powers Known: At every level indicated on the table,
has led to much speculation amongst scholars, but the character gains additional power points per day and
it has also led the family to pursue avenues of access to new powers as if she had also gained a level
experimentation with psionics that other families have in whatever manifesting class she belonged to before
not had the necessary insight to consider. It is from she added the prestige class. She does not, however,
those fringe experiments that the val’Holryn family’s gain any other benefit a character of that class would
have gained (bonus feats, metapsionic or item creation
Master of Mimicry was born.
- Excerpt from Gerhald Fruendrik-Holryn’s “History feats, psicrystal special abilities, and so on). This
essentially means that she adds the level of Master of
of the val’Holryn”
Mimicry to the level of whatever manifesting class the
Every discipline of magic has spells or powers that allow character has, then determines power points per day,
the duplication, to a limited degree, of other powers powers known, and manifester level accordingly.
and effects. However, sages amongst the val’Holryn If a character had more than one manifesting class
have perfected a psionic method for duplicating psionic before she became a Master of Mimicry, she must
powers, without knowing the specific mental forms that decide to which class she adds the new level of Master
of Mimicry for the purpose of determining power
are used to create these effects by most manifesters.
While people outside of the family have seen points per day, powers known, and manifester level.
the results of this val’Holryn training, none outside
the val’Holryn family have ever been trained in the Flash-Recall (Ex): Anytime a Master of Mimicry
techniques required to be able to mimic powers. observes a power being manifested and correctly
Furthermore, all of the val’Holryn Masters of Mimicry identifies the power using the Psicraft skill, he may add
that power to his list of powers known for one round
are trained at the family’s holdings in Milandir.
per class level.
To qualify as observing
a power being manifested,
Table 4-6: Master of Mimicry
the Master of Mimicry
must be able to clearly see
Base
the manifester; that is the
Class Attack Fort Ref Will
manifester may not have
Level Bonus Save Save Save Special
Spells per Day
concealment or hard cover
1st
+0
+0
+0
+0 Flash-Recall
+1 Manifester Level from the Master of Mimicry.
2nd
+1
+0
+0
+0 —
+1 Manifester Level
The power is added to the
list
of powers known as a
3rd
+1
+1
+1
+1 Innate Knowledge +1 Manifester Level
power
of the same level as
4th
+2
+1
+1
+1 —
+1 Manifester Level
it is for the manifester who
5th
+2
+1
+1
+1 Perfect Memory
+1 Manifester Level was observed. For example,
val’Holryn Master of Mimicry
66
val'Inares Traveler of the Spirit ▪ PRESTIGE CLASSES
a Master of Mimicry observes the evade burst power
being manifested by a psion. The power is added to his
list of powers known as a 7th level power, with a base
power point cost of 13 power points; it is not added as
a 3rd level power.
The Master of Mimicry must still follow all
the normal rules when manifesting these powers; thus
it is possible to add powers of a level higher than those
that the Master of Mimicry can manifest to his list of
powers known. This also means that it is possible for
a Master of Mimicry who cannot manifest entropic
powers to have an entropic power on his powers known
list for a period of time; however, it does not give him
the ability to manifest the power.
A Master of Mimicry may not use this ability
on powers for which he is manifester. Using this ability
is an immediate action.
Innate Knowledge (Ex): Anytime a Master of Mimicry
of at least 3rd level gains the use of a power using the
Flash-Recall ability he can choose to learn that power
permanently in place of a power he already knows.
The Master of Mimicry can exchange the
newly-learned power for any power of equal or higher
level that has not been added to his list of powers
known using the Flash-Recall ability. This exchange
does not come without cost, as the Master of Mimicry
must pay 25 xp per power level of the power that he
desires to learn permanently. This experience cost
cannot be modified or prevented in any fashion.
The power that the Master of Mimicry chooses
to remove from his list of powers known remains in his
list of known powers for one round per class level, and
is considered to have been added temporarily to the list
of powers known through the use of the Flash-Recall
ability.
Perfect Memory (Ex): At 5th level, a Master of
Mimicry may select any five powers that he has known
at one time through the use of the Flash-Recall ability.
He may add these powers permanently to his list of
powers known. The power level of these powers is
the same as the power level at which they were added
using the Flash-Recall ability. Furthermore, there are
limitations on the maximum power level of these added
powers.
The highest level of these added powers
must be at least one level lower than the highest level
power that the Master of Mimicry can manifest. Each
additional power must be at least one level lower than
the previously added power. For example, Hueven
val’Holryn can manifest 8th level powers when he
gains his 5th level in Master of Mimicry. The first
power he adds to his powers known can be any power
he has “learned” using the Flash Recall ability with a
“learned” level of 7 or lower. The second power must
be 6th level or lower; the third 5th or lower, and so forth
until the 5th power which must be 3rd level or lower.
Once these powers are selected they cannot
be changed, unless they are exchanged using the Innate
Knowledge ability.
val’Inares Traveler of the Spirit
There exists many means of traveling with your mind.
The shamans of the Pengik and Yhing-hir peoples use
meditation and spirit-casting to send their spirits and
those of others into the Spirit realms. Oracles and other
diviners send their spirits delving across the planes in
search of knowledge and glimpses of what may come.
However, our mother, Anshar, has gifted us with a
desire to travel, and a deep understanding of the means
to travel long distances. What if we travel solely within
the mind, rather than with our corporeal form? To see
what paths lie ahead is often as valuable as walking the
paths themselves.
- Lalia val’Inares’ ponderings on the nature and
purpose of Spirit Traveling.
It is not uncommon to find seers and others who have
unique insight into the future; it is also not uncommon
to find individuals who can see at a great distance,
or discern the smallest details. While the val’Inares
Traveler of the Spirit is capable of such matters, it is
their ability to do both at the same time that makes
them unique.
The techniques that the val’Inares use to
create this unusual sight ability are closely guarded,
but scholars outside the family have surmised that
it involves a connection with the family’s ability to
manipulate the Portals of Anshar. Whether this is
true or not has never been confirmed or denied by the
family.
Hit Die: d4
Requirements
To qualify to become a val’Inares Traveler of the Spirit,
a character must fulfill all the following criteria:
Feats: Blind-fight, Skill Focus (Psicraft).
Skills: Listen 5 ranks, Psicraft 8 ranks.
Manifesting: 5th level manifester, must be able to
manifest clairvoyant sense.
Special: val’Inares or val’Holryn (with val’Inares
powers).
Class Skills
The Traveler of the Spirit has the following class skills
(with the key ability for each skill): Autohypnosis
(Wis), Concentration (Con), Craft (Int), Knowledge
(any, taken individually) (Int), Listen (Wis), Psicraft
(Int), Research (Int), Search (Int), and Spot (Wis).
Skill Points per level: 2 + Int. modifier.
Class Features
All of the following are class features of the Traveler of
the Spirit prestige class.
Weapon and Armor Proficiency: The Traveler
of the Spirit gains no additional weapon or armor
proficiencies.
Powers Known: At every level indicated on the table,
the character gains additional power points per day and
access to new powers as if she had also gained a level
in whatever manifesting class she belonged to before
67
PRESTIGE CLASSES ▪ val'Inares Traveler of the Spirit
she added the prestige class. She does not, however,
gain any other benefit a character of that class would
have gained (bonus feats, metapsionic or item creation
feats, psicrystal special abilities, and so on). This
essentially means that she adds the level of Traveler of
the Spirit to the level of whatever manifesting class the
character has, then determines power points per day,
powers known, and manifester level accordingly.
If a character had more than one manifesting
class before she became a Traveler of the Spirit, she
must decide to which class she adds the new level of
Traveler of the Spirit for the purpose of determining
power points per day, powers known, and manifester
level.
Mental Creature (Ex): A Traveler of the Spirit slowly
loses her ability to use normal sight, becoming a solely
mental creature. The range of all of her modes of vision
(except that granted by features of this class) is reduced
by 20% for each level of Traveler of the Spirit she has.
Amongst the other effects, this ability imposes a –2
penalty to Spot per class level.
Sight of our Lady (Ex): A Traveler of the Spirit learns
to see things around herself without the need for using
her eyes. She develops an ability to sense the presence
or absence of creatures, and even innate objects around
her. She gains blindsight with a range of 10 feet plus
10 feet per Traveler of the Spirit level. This ability
is continuously active, and this blindsight is not an
auditory ability, as the presence or lack of sound is
irrelevant to the use of this ability.
Blindsight makes invisibility and concealment
(regardless of source) irrelevant to the Traveler of the
Spirit (though she still can’t see ethereal creatures
and must have line of effect to a creature or object to
discern that creature or object). The Traveler of the
Spirit usually does not need to make Spot or Listen
checks to notice creatures within range of its blindsight
ability.
Blindsight does not allow for the distinguishing
of color or visual contrast, thus the Traveler of the Spirit
may not read other than through the use of powers like
clairvoyant sense that would allow her to ‘see’ the
material to be read.
Blindsight renders the Traveler of the Spirit
immune to gaze attacks and blinding attacks. Blindsight
works underwater, but will not work in the complete
absence of air, water, or other material.
Power Mastery (Ex): At 2nd level, the Traveler of the
Spirit has mastered the manifesting of the clairvoyant
sense power. You may now manifest the power in any
location, simply by indicating a distance and direction;
however, when you are doing so the duration of the
power is reduced to 1 round / level. The Sight of our
Lady ability described above functions through your
clairvoyant sense power.
At 4th level, you may select any Clairsentience
(Scrying) power you know (including clairvoyant
sense); the base power point cost of this power is
halved (round down, minimum 1).
To See Beyond (Ex): A Traveler of the Spirit who has
reached 3rd level gains the ability to sometimes see into
the spirit world. Once per day, the Traveler of the Spirit
gains the ability to see ethereal creatures as if they
were corporeal, so long as they are within sight of one
or more of her means of vision. This ability lasts for 1
minute per class level and may not be used through the
clairvoyant sense power.
At 5th level, the Traveler of the Spirit gains a
second use of this ability each day.
Star Sight (Ex): A Traveler of the Spirit who reaches
5th level can triple the range of the blindsight granted
by the Sight of our Lady ability. This ability lasts a total
of one minute each day (10 rounds), however, it does
not need to be used contiguously. That is, a Traveler
of the Spirit can elect to use this ability on a round by
round basis. Activating this ability is a free action taken
at the start of the turn.
val’Ishi Empathic Healer
“As she walked through the refugee camp, she reached
out and touched those she passed. Wherever her touch
landed, disease departed and health returned. Before
she had reached even part way into the camp, she was
surrounded by supplicants, each begging to be touched
and so healed of all that afflicted them.
I happened to see the tears that flowed without
abandon down her face, as she observed the misery
around her. Despite her orders to proceed to the camp
commander, she instead sat down. She sat down and
proceeded to heal all who came to her. I have never
seen such compassion and caring since.”
- General Dorjan val’Mehan speaking of Elise val’Ishi
after the Battle of Enpebyn
There are those who can feel the pain of
others, and of those, some seek out the means to draw
that pain, hurt, and tender emotion into themselves,
Table 4-7: Traveler of the Spirit
Class
Level
1st
2nd
3rd
4th
5th
68
Base Attack Fort
Bonus
Save
+0
+0
+1
+0
+1
+1
+2
+1
+2
+1
Ref
Save
+0
+0
+1
+1
+1
Will
Save
+2
+3
+3
+4
+4
Special
Spells per Day
Mental Creature, Sight of our Lady
+1 Manifester Level
+1 Manifester Level
Power Mastery (clairvoyant sense)
To See Beyond
+1 Manifester Level
Power Mastery
+1 Manifester Level
Star Sight
+1 Manifester Level
val'Ishi Empathic Healer ▪ PRESTIGE CLASSES
Powers Known: Where the table indicates the
Empathic Healer gains +1 manifester level, the psionic
character gains additional power points per day and
access to new powers as if he or she had gained a level
in whatever manifesting class they belonged to before
adding this class. The Empathic Healer does not gain
any other benefits that the base class provided, such
as improvement to his psicrystal or bonus feats. If a
character had more than one manifesting class before
taking this prestige class they must choose which class
they will add the level to.
Where the table indicates psionic training,
the Empathic Healer’s manifester level increases by
1, but he does not gain any additional power points or
Hit Die: d4
learn any additional powers. For example, a 5th-level
Requirements
psion / 10th-level empathic healer only has the power
To qualify to become a val’Ishi Empathic Healer, a points and known powers of a 12th-level Psion but can
character must fulfill all the following criteria:
manifests those powers at 15th level.
Alignment: Any non-Evil.
Feats: Mind Over Body.
Induction (Ex): A character brought into the tradition
Skills: Heal 8 ranks, Knowledge (Psionics) 4 ranks, of empathic healer swears to use their powers to mitigate
Knowledge (Religion) 4 ranks.
the suffering felt throughout the world. Though not as
Manifesting: Must be able to manifest Body Adjustment rigid as the oath taken by the Hospitalers of Beltine, an
or Empathic Transfer.
empathic healer who learns Hostile Empathic Transfer,
Special: val’Ishi or val’Holryn (with val’Ishi powers) Crisis of Life, or any psionic power with the Death
or Val with 20 or more Fame within the Holy Mother descriptor are expelled from the order. They retain any
Church of Coryan and no Infamy with the Hospitalers abilities they have learned to that point, but can no
of Beltine.
longer progress in this Prestige Class.
If the Empathic Healer has knowledge of
Class Skills
a power that would violate this oath when they take
The Empathic Healer has the following class skills their first level, they must immediately exchange those
(with the key ability for each skill): Autohypnosis powers for other powers of the same or lower level.
(Wis), Concentration (Con), Craft (Int), Heal (Wis), This exchange has no associated cost, and only applies
Knowledge (any, taken individually) (Int), Psicraft to powers that would violate the tenets.
(Int), Research (Int), and Search (Int).
Skill Points per level: 2 + Int. modifier.
Empathic Healing (Su): By laying on hands and
expending power points you may heal another as a
Class Features
standard action. You may spend 1 power point per
All of the following are class features of the Empathic class level, and each power point so spent heals 3 hit
Healer prestige class.
points of damage. At 5th level, each power point heals
Weapon and Armor Proficiency: The Empathic Healer 6 hit points, and at 9th level each power point heals 9
gains no additional weapon or armor proficiencies.
hit points.
soothing those around them. It is those precious few
who become Empathic Healers.
All Empathic Healers are trained by the
Hospitalers of Beltine and members of the val’Ishi
family. While some Empathic Healers join the
Hospitalers, many also do not, instead choosing to
wander the lands of Onara, helping those in need.
The easiest path to becoming an empathic
healer is that of a psion; however, the limitations of
the Empathic Healer’s vows often exclude kineticists
and other psions who concentrate on inflicting damage.
Instead it is common to find shapers and telepaths
amongst the ranks of the Empathic Healers.
Table 4-8: Empathic Healer
Class Base
Fort
Level Attack Bonus Save
1st
+0
+0
Ref
Save
+0
2nd
3rd
4th
5th
6th
7th
8th
9th
+1
+1
+2
+2
+3
+3
+4
+4
+0
+1
+1
+1
+2
+2
+2
+3
+0
+1
+1
+1
+2
+2
+2
+3
10th
+5
+3
+3
Will
Save Special
Empathic Healing (3),
+2 Induction,
Body Meditation
+3 Absorb Disease
+3 Absorb Poison
+4 Body Meditation (Improved)
+4 Empathic Healing (6), Spirit Binding
+5 Nullify Enchantments
+5 Mastery of the Body
+6 Body Meditation (Greater)
+6 Empathic Healing (9), Greater Psionic
Purification
+7 Font of Life
Manifesting
Psionic Training
+1 Manifester Level
+1 Manifester Level
+1 Manifester Level
Psionic Training
+1 Manifester Level
+1 Manifester Level
+1 Manifester Level
Psionic Training
+1 Manifester Level
69
PRESTIGE CLASSES ▪ val'Ishi Empathic Healer
Empathic healing does not affect constructs, for that creature to make the secondary save against
elementals, oozes, undead, or any other creature that that particular instance of poison. The creature is still
has no discernable anatomy.
vulnerable to the poison should they come into contact
with it again in the future.
Body Meditation (Ex): An empathic healer learns
If you spend additional power points while
their arts in part by mastering the healing processes manifesting this ability, you may absorb additional
within their own body.
poisons at once; each additional 3 power points spent
At 1st level an empathic healer may expend allow for one additional poison to be absorbed. You
their focus as an immediate action to use their Will save cannot spend more power points using this ability than
instead of their Fortitude save when attempting to fight your manifester level.
off the effects of disease or poison.
Use of this ability should be treated as
At 4th level an empathic healer may expend manifesting a 4th-level power; the manifesting time for
their focus as an immediate action to use their Will save this ability is 1 standard action. If the target creature
instead of their Fortitude save when attempting to fight does not wish to have the poison removed, then the use
off the effects of a spell with the death descriptor (such of this ability fails.
as slay living) or when making saving throws to shrug
off negative levels.
Spirit Binding (Ex): The psionic raise dead power is
At 8th level an empathic healer may expend added to your list of powers known.
their focus as an immediate action to use their Will save
instead of their Fortitude save against when fighting off Nullify Enchantment (Ex): The psionic break
any effect.
enchantment power is added to your list of powers
known.
Absorb Disease (Ps): You can cull a disease from
another’s body and absorb it into your own using your Mastery of the Body (Ex & Su): At 7th level, the
mind. By expending your psionic focus and spending Empathic Healer’s control of his own body grants many
5 power points, you can remove a single disease benefits. You are immune to all diseases, poisons, and
afflicting the touched creature. You are immediately the effects of aging. Furthermore, if you are psionically
affected by the disease and must make a saving throw focused, you are immune to ability damage (but not
or suffer the affliction.
ability burn). This latter immunity is supernatural in
When you absorb a disease from a creature, nature; the remainder of this ability is extraordinary.
the associated damage that the disease has previously
Despite being immune to the debilitating
afflicted remains; you have only removed the need effects of aging, you still die normally when your
for that creature to make saves against that particular allotted span of time is up.
infection in the future. The creature is still vulnerable
to re-infection should they contract the disease again. Greater Psionic Purification (Ps): You can purify the
If you spend additional power points while body and soul of a creature that you touch. By expending
manifesting this ability, you may absorb additional your psionic focus and 13 power points, you can remove
diseases at once; each additional 3 power points spent all negative levels, ability damage, fatigue, exhaustion,
allow for one additional disease to be absorbed. You insanity, and confusion from the touched creature.
cannot spend more power points using this ability than
At your option, you may also restore lost
your manifester level.
levels, drained ability scores, regenerate lost limbs, or
Use of this ability should be treated as restore the creature to full health (maximum hit points);
manifesting a 3rd-level power; the manifesting time for however, these latter powerful healings require an
this ability is 1 round. If the target creature does not additional expenditure. For each category of additional
wish to have the disease removed, then the use of this healing you wish to perform, you must burn 2 points of
ability fails.
Constitution. Finally, the injuries that are to be healed,
using these latter options, must have occurred within 1
Absorb Poison (Ps): You can cull a poison from week per class level of the Empathic Healer.
another’s body and absorb it into your own using your
Use of this ability should be treated as
mind. By expending your psionic focus and spending 7 manifesting a 7th-level power; the manifesting time for
power points, you can remove a single poison afflicting this ability is 10 minutes. If the target creature does not
the touched creature. You are immediately affected by wish to be purified, then the use of this ability fails.
the poison and must make a saving throw or suffer
the damage (you suffer the primary damage when you Font of Life (Su): At 10th level, the Empathic Healer’s
use this ability, and one minute later the secondary body and soul are tightly bound by the strength of
damage).
Beltine flowing through her.
If you are under the effects of the delay poison
Anytime you would be reduced to below
spell or similar effects, then you must make the initial 1 hit point, you may expend your psionic focus and
saving throw when such effects end.
power points to immediately heal yourself of damage.
When you absorb a poison from a creature, Each power point spent in this fashion heals 1 point
the associated damage that the poison has previously of damage; you cannot use this ability to heal yourself
afflicted remains; you have only removed the need further than to 1 hit point above zero.
70
val'Mehan Savant of the Impure Mind ▪ PRESTIGE CLASSES
Hit Die: d4.
Requirements
To qualify to become a Savant of the Impure Mind, a
character must fulfill all the following criteria.
Alignment: Must be Lawful or Chaotic.
Base Will Save: +5.
Feats: Narrow Mind, Psionic Endowment.
Skills: Concentration 9 ranks, Knowledge (The Planes)
5 ranks, Psicraft 9 ranks.
Manifesting: 5th level manifester, and able to manifest
mindlink.
Special: val’Mehan or val’Holryn (with val’Mehan
powers); Bloodrank of 2 or higher; must be trained by
val’Mehan Savant of the Impure Mind
“Men have always said ‘Know Thine Foe.’ Well, the Canceri branch of the val’Mehan family.
there is more to knowing a foe than seeing their form,
and learning that they are dangerous. We strive to Class Skills
know their mind, to explore the darkest recesses of a The Savant of the Impure Mind’s class skills (and
tormented soul. Mind you, it seems that not everyone the key ability for each skill) are Autohypnosis
thinks what we do is so noble. Recently I heard that the (Wis), Bluff (Cha), Concentration (Con), Craft (Int),
Mother Church of Coryan wanted to have a chat with Diplomacy (Cha), Heal (Wis), Knowledge (Psionics)
(Int), Knowledge (The Planes) (Int), Psicraft (Int), and
me. Such a shame that they wont get their chance.”
~ Scaeva val’Mehan, Savant of the Impure Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.
Mind, whereabouts currently unknown.
The use of this ability occurs as an immediate
action. You do not suffer any adverse consequences
from the suffered damage, unless after using this ability
you have fewer than 0 hit points.
If you do not have your psionic focus when
this ability would activate, you may instead choose
to expend 20 additional power points (that do not
provide healing) in place of your psionic focus. You
may not make this substitution when activating any
other ability; nor may you make this substitution if you
currently have a psionic focus.
Within their secret enclaves, hidden within the dark
recesses of Canceri, the val’Mehan family has long
sought out pathways to power that are concealed from
most. Out of this dark ambition was born the Savant of
the Impure Mind. Drawing on their gifts from Sarish,
and other more esoteric knowledge, the val’Mehan
discovered a means to bind their minds to those of
bound Infernals.
Each Savant of the Impure Mind is paired with
one bound Infernal, an Infernal who is usually kept in
manacles of Sarishan Steel deep within a stronghold of
the val’Mehan family. It is from this Infernal that the
Savant draws his power. Of course, such dark sources
of power are frowned upon, and it is well known that
many groups frown heavily upon this practice. Notable
amongst its opponents are the Dwarves of Tir Betoq
and the Holy Mother Church who have declared the
practice to be heretical.
The most common path to becoming a Savant
of the Impure Mind is to follow the path of the
Telepath; however, anyone who can manifest powers
and the mindlink power can be accepted by the family
to undergo the specialized training of the Savant.
Class Features
All of the following are Class Features of the Savant of
the Impure Mind prestige class.
Weapon and Armor Proficiency: A Savant of the
Impure Mind gains no additional weapon or armor
proficiencies.
Powers Known: At every level indicated on the table,
the character gains additional power points per day and
access to new powers as if she had also gained a level in
whatever manifesting class she belonged to before she
added the prestige class. She does not, however, gain
any other benefit a character of that class would have
gained (bonus feats, metapsionic or item creation feats,
psicrystal special abilities, and so on). This essentially
means that she adds the level of Savant on the Impure
Mind (excluding the first and sixth levels) to the level
of whatever manifesting class the character has, then
determines power points per day, powers known, and
manifester level accordingly.
If a character had more than one manifesting
class before she became a Savant of the Impure Mind,
Table 4-9: Savant of the Impure Mind
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base
Attack Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort Ref Will
Save Save Save Special
+0
+0
+2 Dark Symbiosis
+0
+0
+3 Mindlink Mastery
+1
+1
+3 —
+1
+1
+4 Consuming the Essence
+1
+1
+4 Demon’s Guile
+2
+2
+5 Devil’s Cunning
+2
+2
+5 —
+2
+2
+6 Dark Soul
+3
+3
+6 —
+3
+3
+7 Perfect Union
Powers Known
—
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
—
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
71
PRESTIGE CLASSES ▪ val'Mehan Savant of the Impure Mind
she must decide to which class she adds the new
level of Savant of the Impure Mind for the purpose of
determining power points per day, powers known, and
manifester level.
checks. Additionally, the DC to resist your compulsion
effects increases by +1; this bonus stacks with that
provided by the Spell Focus feats and the Psionic
Endowment feats.
Dark Symbiosis (Ex): Upon taking their first level,
the Savant of the Impure Mind undergoes a powerful
ritual. During the course of this ritual, a portion of his
mind is fused with that of the Infernal that he is being
bonded with. While this ritual is derived from that used
to create members of the Order of the Inner Demon, it
differs in the extent of the bond. This bond is a purely
mental bond, and the exchange is better described as
parasitic, than symbiotic, despite what the val’Mehan
have claimed.
This relationship grants the Savant of the
Impure Mind the Tainted subtype. This allows him to
now take feats that require the creature to be Tainted.
However, the presence of this taint has made itself
known through the Unnatural Aura that develops
around the Savant. This aura grants a -2 penalty to
Handle Animal and Ride checks. Furthermore, most
animals will seek to avoid being near the Savant.
The initial bond makes it more difficult for
others to influence the Savant’s mind. He gains a +2
bonus on saving throws against Charm and Compulsion
effects.
Lastly, the symbiosis is not perfect. Each time
the Savant gains a level, he must make both a Fortitude
and Will save. The DC for these saves is 10 + New Class
Level + Intelligence modifier. Failing the Fortitude
save imposes a permanent -1 penalty to Constitution
(treat this as a newly imposed racial ability penalty), as
the Infernal energies that course through him weakens
his mortal form. Failing the Will save changes his
alignment one step towards Evil as his mind is tainted
by the evil he has bonded to himself.
Dark Soul (Su): The Infernal Taint lies heavy upon
your soul, festering it, corrupting it, and permeating
your being with its dark energies. These energies grant
you a resistance to other forces that would seek to
affect you. You now gain Spell Resistance of 11 + your
Savant of the Impure Mind class level.
Mindlink Mastery (Su): At second level, the bond
between the Savant and his Infernal can spill over to
others. He now gains Telepathy with a range of 20 feet.
Thus, he can communicate with any creature that has
Language.
At 6th level, the range of his Telepathy increases
to 40 feet, and at 10th level it reaches it’s maximum of
60 feet.
Consuming the Essence (Ex): The Savant of the
Impure Mind has now learned how to mentally absorb
portions of the Infernal’s essence. He now has gained
immunity to all charm and compulsion effects.
Demon’s Guile (Ex): The charm and guile of the
demon have infused you. You gain a +1 bonus to Bluff
and Gather Information checks. Additionally, the DC
to resist your charm effects increases by +1; this bonus
stacks with that provided by the Spell Focus feats and
the Psionic Endowment feats.
Devil’s Cunning (Ex): The cunning and deceit of
the devil have insinuated themselves into your mind.
You gain a +1 bonus to Diplomacy and Sense Motive
72
Perfect Union (Ex): You are now truly inseparable
from the Infernal that is bound to you. Your mind is
now foreign and fully tainted by the infernal you have
bonded to yourself. There are two outcomes from
this. First, the bonuses granted by Demon’s Guile
and Devil’s Cunning all increase to +2. However, the
nature of your mind has also now made you immune to
all mind-affecting spells and powers that others try to
use on you. This includes morale bonuses that others
try to influence you with.
val’Mordane Master of the Coil
To be, or not to be – that is the question:
Whether ‘tis nobler in the mind to suffer
The slings and arrows of outrageous fortune,
Or to take arms against a sea of troubles,
And by opposing end them. To die – to sleep –
No more; and by a sleep to say we end
The heartache, and the thousand natural shocks
That flesh is heir to. ‘Tis a consummation
Devoutly to be wish’d. To die – to sleep.
To sleep – perchance to dream: ay, there’s the rub!
For in that sleep of death what dreams may come
When we have shuffled off this mortal coil,
~ Hamlet, Act III, Scene I
~ William Shakespeare
Within the crumbling, silent halls of the val’Mordane
hidden sanctums lies a secret, both horrible and awesome
to behold. Secret schools teach the mental techniques
necessary to master the ruined flesh of the undead; the
techniques needed to shed their mortal coil and travel
amongst the unliving.
Each Master of the Coil learns, over time, how
to transfer his mind into the lifeless husks of undead
creatures, assuming control over their functions. They
use these husks until they are worn, and then discard
them like so many spent toys. It is rumored that the
greatest of the Master’s of the Coil can even draw upon
the talents and abilities of the corpses they control.
While it is not known whether the Mother
Church of Coryan is yet aware of this practice, it
is known that they would frown most heavily upon
individuals who practice this art, perhaps even going so
far as to label them as heretics.
The most common path to becoming a Master
of the Coil is by following the path of the kineticist;
however, it is not unknown for wilders and other
varieties of psions to undertake the training of a Master
of the Coil.
val'Mordane Master of the Coil ▪ PRESTIGE CLASSES
Hit Die: d6.
Requirements
To qualify to become a Master of the Coil, a character
must fulfill all the following criteria.
Feats: Iron Will, Toughness.
Skills: Concentration 10 ranks, Knowledge (Psionics)
10 ranks, Knowledge (Religion) 5 ranks, Psicraft 10
ranks.
Manifesting: 9th level, and able to manifest control
body.
Special: val’Mordane or val’Holryn (with val’Mordane
powers); Bloodrank of 2 or higher; must be trained by
the Canceri branch of the val’Mordane family.
Class Skills
The Master of the Coil’s class skills (and the key ability
for each skill) are Autohypnosis (Wis), Concentration
(Con), Craft (Int), Disable Device (Int), Heal (Wis),
Intimidate (Cha), Knowledge (Psionics) (Int),
Knowledge (Religion) (Int), Psicraft (Int), and Sense
Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are Class Features of the Master of
the Coil prestige class.
Weapon and Armor Proficiency: A Master of the Coil
gains no additional weapon or armor proficiencies.
Powers Known: At every level indicated on the table,
the character gains additional power points per day and
access to new powers as if she had also gained a level
in whatever manifesting class she belonged to before
she added the prestige class. She does not, however,
gain any other benefit a character of that class would
have gained (bonus feats, metapsionic or item creation
feats, psicrystal special abilities, and so on). This
essentially means that she adds the level of Master of
the Coil (excluding the first and last levels) to the level
of whatever manifesting class the character has, then
determines power points per day, powers known, and
manifester level accordingly.
If a character had more than one manifesting
class before she became a Master of the Coil, she must
decide to which class she adds the new level of Master
Table 4-10: Master of the Coil
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
of the Coil for the purpose of determining power points
per day, powers known, and manifester level.
To Shed the Mortal Coil (Ps): Starting at first level,
the Master of the Coil gains the power to transplant
his entire mind into a corporeal undead creature. To
use this ability, the Master of the Coil must be within
30 feet of a corporeal undead creature of no more than
2 HD per his Master of the Coil class level. He may
transfer his consciousness into the undead creature. If
the creature is intelligent, it receives a Will save (DC
10 + ½ class level plus Charisma modifier) to resist. If
it fails, then the Master of the Coil takes control, and
the creature’s own mind is suppressed and is incapable
of taking any actions. Such creatures receive a new
saving throw each day. The control lasts for 1 hour per
class level, and is not limited in range once the initial
control has been established.
While the Master of the Coil inhabits an undead
creature, he uses its physical attributes. This includes hit
points, the creature’s Strength, the creature’s Dexterity,
its Natural Armor, and its attack types. The Master
of the Coil does gain access to the creature’s special
qualities, such as damage reduction, turn resistance,
spell resistance, senses, and similar traits. He does not
gain access to any of the creature’s special attacks. He
loses all of his own special qualities, but does retain his
ability to manifest powers and cast spells (if he has the
ability). He retains his own base attack bonus, and base
save bonuses, but uses the occupied creature’s physical
attributes to determine his actual bonuses. He retains
his own mental ability scores, and his own skills and
feats. He does not gain access to any of the skills that
the creature possessed.
Furthermore, while the Master of the Coil
occupies another creature in this manner, his own body
is inert and helpless. He receives no senses from it,
nor does he feel any pain or other sense from it. If
the Master of the Coil’s own body is destroyed he is
also killed, and his mind is ripped from the creature
he is currently occupying. While some Master’s of
the Coil may be tempted to carry their inert form with
them, particularly in extradimensional spaces, there
are known stories of individuals who did this only to
discover their body dead, having forgotten that it was
still a living creature and needs air.
Special
To Shed the Mortal Coil
—
—
—
Disconnected Mind
—
—
—
—
Neroth’s Dream
Powers Known
—
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
—
73
PRESTIGE CLASSES ▪ val'Ossan Gelumancer
If the creature the Master of the Coil is
The val’Ossan family has spent countless
occupying is destroyed, he is immediately forced years exploring the deep and forbidding waters of
back into his own body. He must also make a DC 20 the oceans, and from those explorations have come a
Fortitude save or be stunned for 1 round by the shock. fundamental understanding of cold. That understanding
gave birth to the Gelumancer.
Disconnected Mind (Ex): The mind and intellect of
a Master of the Coil becomes disconnected from his Hit Die: d4.
fragile body. This oddity makes it difficult for other Requirements
casters to influence his mind. The Master of the Coil To qualify to become a Gelumancer, a character must
gains Power Resistance equal to 10 + class level against fulfill all of the following criteria.
all Mind-Affecting powers. Furthermore, anytime he Feats: Endurance, Psionic Body.
fails a save against such effects, he immediately gains Skills: Concentration 8 ranks, Knowledge (Nature) 3
a second save. If the second save succeeds he is treated ranks, Survival 3 ranks.
as if he had not failed the save.
Manifesting: 5th level, and able to manifest energy ray.
Special: val’Ossan or val’Holryn (with val’Ossan
Neroth’s Dream (Ex): The sheer force of will that powers); Bloodrank of 2 or higher; must be trained in
the Master of the Coil possesses now allows him to Milandir.
make use of the skills and feats of the creature that he
occupies through the use of his To Shed the Mortal Coil Class Skills
ability. He is treated has having half as many ranks as The Gelumancer’s class skills (and the key ability
the creature does with each skill. He also gains access for each skill) are Autohypnosis (Wis), Concentration
to all feats that he qualifies for, and gains any racial (Con), Craft (Int), Knowledge (All, taken individually)
bonus to skills that the creature may have.
(Int), Profession (Wis), Psicraft (Int), Survival (Wis),
Furthermore, he may now attempt to occupy and Swim (Str).
incorporeal creatures, but all such creatures receive Skill Points at Each Level: 2 + Int modifier.
a Will save against such attempts (at the DC listed
above).
Class Features
All of the following are Class Features of the
Gelumancer prestige class.
val’Ossan Gelumancer
“Cold. It consumes fire, deadens earth, and rides upon
the wind. Within its hard grasp, creatures are captured, Weapon and Armor Proficiency: A Gelumancer gains
and trapped for ages. Deep within the dark fastnesses proficiency in the trident and great trident. He gains no
of our lord, there are places of such utter cold that any additional armor or shield proficiency.
who venture there are lost forever to time. I have been
Powers Known: At every level indicated on the table,
to that place; I have been changed by that place.”
~ Ossien val’Ossan, Gelumancer, speaking to the character gains additional power points per day and
access to new powers as if she had also gained a level
his first aspirant
in whatever manifesting class she belonged to before
Most recognize that the chosen of Yarris, the val’Ossans, she added the prestige class. She does not, however,
are masters of ocean faring and adept at navigating the gain any other benefit a character of that class would
waters of Onara. However, with a mastery of water, have gained (bonus feats, metapsionic or item creation
which most val’Ossan have without any significant feats, psicrystal special abilities, and so on). This
training, comes an understanding of the crushing essentially means that she adds the level of Gelumancer
depths and the bone-numbing cold that fills the waters (except third and ninth levels) to the level of whatever
manifesting class the character has, then determines
that Yarris claims as his own.
power points per day, powers known, and manifester
level accordingly.
Table 4-11: Gelumancer
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
74
Base Attack Fort Ref Will
Bonus
Save Save Save Special
+0
+0
+2
+2 Cold Affinity, Devotion
+1
+0
+3
+3 Eye of the Storm
+1
+1
+3
+3 Cold Snap
+2
+1
+4
+4 —
+2
+1
+4
+4 Cryoboost, Gift of Frost
+3
+2
+5
+5 Cold Front
+3
+2
+5
+5 Gift of Ice
+4
+2
+6
+6 Frostbite
+4
+3
+6
+6 Scion of Winter
+5
+3
+7
+7 Disciple of Hoarfrost
Powers Known
+1 level of existing manifesting class
+1 level of existing manifesting class
—
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
—
+1 level of existing manifesting class
val'Ossan Gelumancer ▪ PRESTIGE CLASSES
If a character had more than one manifesting
class before she became a Gelumancer, she must decide
to which class she adds the new level of Gelumancer
for the purpose of determining power points per day,
powers known, and manifester level.
Cold Affinity (Ex): Having achieved a basic mastery
of cold, the Gelumancer’s cold powers are more potent
than others. All powers that the Gelumancer manifests
that have the [cold] descriptor have their DC raised by 1
or deal an additional 1d2 cold damage per power level.
The choice of which benefit to use on a given power
being manifested must be chosen before any saving
throws or damage rolls are made. The extra damage is
considered part of the damage the power deals, and thus
if the power is resisted or successfully saved against,
the extra damage above is also similarly affected. This
extra damage is not affected by metapsionic feats.
Devotion (Ex): Mastering cold requires absolute
devotion. Once started down the path of a Gelumancer,
you have no choice but to finish following that path.
You may not take levels in any class other than
Gelumancer so long as you have fewer than 10 levels
in Gelumancer.
cold damage. However, the Gelumancer suffers a –1
penalty to all saving throws made to resist the effects
of an effect with the [fire] descriptor or one that deals
fire damage.
Cold Front (Ex): At 6th level, the bonuses granted by
the Cold Affinity ability increase. The bonus to the
power DC is increased to +2, and the bonus damage
is increased to 1d4 per power level. The Gelumancer
must still select either one or the other of the benefits
as described above.
Gift of Ice (Ex): The Gelumancer’s transformation
into a creature of ice and cold is nearing completion.
The Gelumancer’s skin takes on a pale blue tinge, and
his clear eyes become faintly infused with blue. The
air around the Gelumancer is always slightly colder
than the air beyond him, causing mists to form and his
breath to come out as a fog.
The Gelumancer receives a 10% miss chance
from concealment (this is not sufficient to block
sneak attacks and similar attacks). Furthermore, the
Gelumancer’s skin hardens into living ice, granting a
+2 natural armor bonus.
However, as he becomes ice, he also suffers
further from anything warm. The Gelumancer suffers
25% more damage from effects that deal fire damage
or that have the [fire] descriptor.
Eye of the Storm (Su): At 2nd level, the Gelumancer
learns the knowledge required to manipulate the
environment around him. Add the following powers to
the Gelumancer’s list of known powers (even if they Frostbite (Ex): At 8th level, the Gelumancer
are too high a level for the Gelumancer to currently automatically adds the psionic fire shield (cold option
manifest): control air, energy missile (cold only), only) power to his list of known powers.
psionic control weather.
Scion of Winter (Ex): The Gelumancer, by 9th level,
Cold Snap (Ex): At 3rd level, the Gelumancer may is now almost entirely made of living ice. Twice per
freeze the energy used in any power he manifests. day, while in freezing conditions (below 40 degrees
The Gelumancer may add the [cold] descriptor to any Fahrenheit), the Gelumancer can call upon Yarris as
power he manifests that deals damage. If the power a full round action. He gains fast healing 1 for two
deals elemental damage, then it must deal cold damage minutes. Each hit point restored by this fast healing
(this does affect any variable effects based off the also restores one power point to the Gelumancer’s
energy type).
power point pool.
However, while the Gelumancer is in an area
Cryoboost (Ex): A Gelumancer of at least 5th level can of hot conditions (above 90 degrees Fahrenheit) he
draw extra power from naturally cold environments. is unable to regain power points, even when sleeping
While in naturally occurring temperatures of 40 degrees overnight.
Fahrenheit or cold, the Gelumancer’s manifester level
is considered to be one higher for determining the Disciple of Hoarfrost (Ex): At 10th level, the
maximum power point expenditure allowed when Gelumancer has become a creature of ice and cold. He
manifesting powers.
gains the cold subtype, granting him immunity to cold.
However, he does gain fire vulnerability, meaning he
Gift of Frost (Ex): At 5th level, a Gelumancer’s takes an extra 50% damage from all fire effects (this
physical body starts to permanently freeze. This grants replaces the damage increase that the Gift of Ice ability
several benefits, but also imposes several penalties. The imposes).
Gelumancer is no longer subject to exposure when in
The benefits of the Cold Front ability increase,
cold environments; however, while in hot environments so the granted DC bonus is +3 and the bonus damage
he suffers and must make an exposure save twice each is 1d6 per power level. Having reached this pinnacle,
time a single save would normally be called for. The the Gelumancer may, as a third option, choose to both
save DC still increases by one for each save made (and increase the DC and deal extra damage, but if he does
thus grows twice as fast for a Gelumancer).
so, the DC bonus is only +2, and the bonus damage is
Additionally, a Gelumancer receives a +1 1d4 per power level.
bonus to all saving throws made to resist the effects
of an effect with the [cold] descriptor or one that deals
75
PRESTIGE CLASSES ▪ val'Sheem Temptress of the Soul
Great Trident
Name
Great Trident 1, 2, 3
Cost
22 gp
Damage
1d10
Critical
x2
Range Increment
-
Weight
13 lb.
1 This weapon has special rules or abilities. See the weapon’s description for details.
2 This weapon inflicts double damage when a readied action is used to hit a charging opponent.
3
Type
P
This weapon has reach.
Great Trident (Two-Handed, Martial, Reach)
Description: A two-handed version of a regular trident, this weapon consists of three barbed tines
protruding from the end of a 6-foot shat.
History: Originally developed by the Undir for fishing, the trident has been adapted and refined by
the water-faring culture of the val’Ossan. The Dolphin Guard of Naeraanth have become very fond of this
weapon, often having them made of coral and exotic metals.
Special: This weapon has 10-foot reach, and may not be used against adjacent opponents. When
struck with this weapon, the defender must make a Reflex save (DC 10) or be “hung” on the tines, suffering the
effects of being entangled as described in Core Rulebook I. If this happens, either the attacker or the defender
may choose to rip the weapon free, doing 1d4 points of damage, or they may both choose to leave it in place
(either is a free action). If the attacker chooses to leave the weapon in place, he must drop it, or his next attack
automatically rips the weapon free.
val’Sheem Temptress of the Soul
“Larissa has gifted us with an uncanny ability to see
into the souls of men and discern their desires. While
we can certainly help fulfill those desires as needed,
is it not better to obtain what we need by offering
the temptation of fulfillment? That is the art of the
Temptress of the Soul.”
~ Luceiia val’Sheem, Follower of the Divine
Harlot
Those individuals who follow the Divine Harlot, the
aspect of Larissa devoted to the carnal pleasures, are
generally regarded as seducers of men, and individuals
who seek nothing beyond the carnal satisfaction that
comes from the Sanctification of Larissa. However,
there are followers of the Divine Harlot who seek
temptation and seduction of a different kind; these are
the individuals who undergo the training necessary to
become a Temptress of the Soul.
It is rare to find a Temptress of the Soul
who is traveling alone. More likely you are to find a
Temptress of the Soul in the company of others. These
others are not always individuals whom the Temptress
holds sway over, but that is also a common enough
occurrence.
Hit Die: d4.
Requirements
To qualify to become a Temptress of the Soul, a
character must fulfill all the following criteria.
Feats: Persuasive, Psionic Endowment.
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Disguise 4
ranks, Psicraft 5 ranks.
Manifesting: 5th level, and able to manifest psionic
charm.
Special: val’Sheem or val’Holryn (with val’Sheem
powers); Bloodrank of 2 or higher; must be trained
in Savona.
76
Class Skills
The Temptress of the Soul’s class skills (and the key
ability for each skill) are Autohypnosis (Wis), Bluff
(Cha), Concentration (Con), Craft (Int), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Cha), Forgery
(Int), Gather Information (Cha), Knowledge (Psionics)
(Int), Knowledge (Religion) (Int), Profession (Wis),
Psicraft (Int), Sense Motive (Wis), Use Psionic Device
(Cha), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Class Features
All of the following are Class Features of the Temptress
of the Soul prestige class.
Weapon and Armor Proficiency: A Temptress of the
Soul gains proficiency with whips and steel whips.
She gains proficiency with leather, studded leather,
sicarite leather, and sicarite studded leather armor, but
gains no shield proficiency.
Powers Known: At every level indicated on the table,
the character gains additional power points per day
and access to new powers as if she had also gained
a level in whatever manifesting class she belonged
to before she added the prestige class. She does not,
however, gain any other benefit a character of that
class would have gained (bonus feats, metapsionic
or item creation feats, psicrystal special abilities, and
so on). This essentially means that she adds the level
of Temptress of the Soul (except second and fourth
levels) to the level of whatever manifesting class the
character has, then determines power points per day,
powers known, and manifester level accordingly.
If a character had more than one manifesting
class before she became a Temptress of the Soul, she
must decide to which class she adds the new level of
Temptress of the Soul for the purpose of determining
power points per day, powers known, and manifester
level.
val'Sheem Temptress of the Soul ▪ PRESTIGE CLASSES
Endearing Personality (Ex): The Temptress of the
Soul is a master of influencing the emotions of others,
even without the use of psionic abilities. She gains her
class level as an insight bonus to Bluff and Diplomacy
checks, and one-half (round down) of her class level as
an insight bonus to Disguise checks.
val’Tensen Aspect of the Hurricane
Hurrian has many faces, most unknown to man. Buried
deep beneath his calm countenance is a fury that when
unbridled can destroy the preconceptions, fallacies,
and hubris of all.
~ Excerpt from The Storm Lord, a Fourth
Century treatise on the nature of Hurrian’s worship;
Divine Guile (Ex): Coupled with the Temptress of author unknown.
the Soul’s mastery of emotions comes a certainty
of action when attempting to influence emotions. A Hurrian is usually worshipped as the protector;
Temptress of the Soul may always “take 10” on Bluff, however, there are others who revere him as the storm
Diplomacy, and Disguise checks, even when threatened lord. There exists within the val’Tensen family a
or otherwise distracted.
small group of individuals who follow this latter path;
indeed, they have developed a specialized training to
Lasting Impression (Ex): A Temptress of the Soul suit their beliefs.
is not easily forgotten or dismissed from the mind.
The Aspect of the Hurricane is anathema to
Starting at 2nd level, the duration of all effects with most val’Tensen, for those who follow this path are not
the charm descriptor (regardless of source) that the devoted to protecting others. They are instead devoted
Temptress of the Soul produces is increased by 50% to the overwhelming and destruction of those who
(round down). This effect stacks with the effects of would harm their charges. They still seek to protect, but
feats such as Extend Power.
rather than passive defense, they exemplify aggressive
defense.
Psionic Dominate (Ex): At 3rd level, the Temptress of
The most common path into this class is a
the Soul may add the psionic dominate power to her list blend between Barbarian and Psychic Warrior; although
of known powers. If she has multiple known powers there are other means to meet the requirements for this
lists, then it is added to the list of the class to which she class.
added the manifester level increase at 3rd level.
Hit Die: d10.
Charm Endowment (Su): The Temptress of the Soul Requirements
is less easily dismissed when making unusual demands To qualify to become an Aspect of the Hurricane, a
or when attempting to influence the emotions of others. character must fulfill all of the following criteria.
Starting at 3rd level, the Temptress of the Soul receives Abilities: All base ability scores must be 11 or higher.
a +2 bonus to the DC of all effects with the charm Alignment: Any non-Lawful.
designator, regardless of source.
Base Attack Bonus: +10
Skills: Intimidate 18 ranks, Knowledge (Nature) 9
Leadership (Ex): At 4th level, the Temptress of the ranks.
Soul gains the Leadership feat as a bonus feat.
Feats: Combat Expertise, Inner Fury, Power Attack.
Special: val’Tensen or val’Holryn (with val’Tensen
Iron Personality (Ex): A Temptress of the Soul who powers); Bloodrank of 3 or higher; must have a power
reaches 5th level has mastered the art of using psionics point reserve.
and natural charm together. She gains immunity to all
effects with the charm descriptor. Furthermore, when Class Skills
targeted with such an effect, the entire effect is reflected The Aspect of the Hurricane’s class skills (and the key
back on to the originator; treating the Temptress of the ability for each skill) are Autohypnosis (Wis), Climb
Soul as the “caster” or “manifester” for determining (Str), Concentration (Con), Craft (Int), Intimidate
control of the effect when it newly resolves.
(Cha), Jump (Str), Knowledge (Nature) (Int), Profession
An effect can only be reflected once in this (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
way; although effects such as spell turning can still Skill Points at Each Level: 2 + Int modifier.
influence the effect, if applicable.
Table 4-12: Temptress of the Soul
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st
+0
+0
+0
+2 Endearing Personality,
Divine Guile
2nd
+1
+0
+0
+3 Lasting Impression
3rd
+1
+1
+1
+3 Psionic Dominate,
Charm Endowment
4th
+2
+1
+1
+4 Leadership
5th
+2
+1
+1
+4 Iron Personality
Powers Known
+1 level of existing manifesting class
—
+1 level of existing manifesting class
—
+1 level of existing manifesting class
77
PRESTIGE CLASSES ▪ val'Tensen Aspect of the Hurricane
Class Features
maximum penalty to attack rolls you can apply is five
All of the following are Class Features of the Aspect of higher than normal. This also similarly increases the
the Hurricane prestige class.
maximum bonus to damage that the feat can grant. As
with the above benefit, this bonus persists until the end
Weapon and Armor Proficiency: An Aspect of of your rage.
the Hurricane gains no additional weapon or armor
proficiencies.
val’Virdan Hunter of the Silence
In the darkest of nights, when all is silent, is when we
Bonus Power Points: An Aspect of the Hurricane take to the hunt. For then is when our foe is moving
gains a number of bonus power points, as indicated on within the terrible shadows it conjures forth. Yet, we
the table above. These bonus power points stack with must be wary lest the hunters become the hunted.
all other sources.
~ Dogma of the Hunters of the Silence
Raging Focus (Ex): An Aspect of the Hurricane is able
to channel their fury into themselves in such a fashion
that they can still make use of their psionic focus while
raging. However, the DC to regain their focus is raised
by 5 minus their Aspect of the Hurricane level.
The forbidding mountain fortresses of the val’Virdan
family have sheltered generations of young warriors
in training. Some of these warriors follow the path
of Nier, and become Holy Judges, or Warriors of the
Eternal Flame. Such training is available in most
temples of Nier across Onara. There are some, a scant
Storm’s Shield (Su): At 3rd level, an Aspect of the and precious few, who have the courage and resolve
Hurricane learns to call upon the tempest to shield necessary to become members of the Brotherhood of
themselves. As an immediate action upon entering the Hunters of the Silence.
rage, you can spend power points to receive a shield
The lore of the Hunters was lost through
bonus to Armor Class. Each 3 power points spent in carelessness or conspiracy ages ago, long after the
this manner grants a +1 shield bonus, with a maximum final nest of Voiceless Ones was eradicated from
possible shield bonus being granted equal to your eastern Onara. With this menace gone, fewer and fewer
Aspect of the Hurricane class level times two.
young Nierites trained in this esoteric art until, tens of
This shield bonus does not stack with other generations later, they were no more.
shield bonuses, and other magical effects may not
After the horrible events at the Citadel of
further enhance this shield. The shield lasts for as long Silence, when the blessed Sword of the Heavens
as you are raging.
was lost, the Autocrat of Erduk moved heaven and
earth to find a copy of the sacred text. He gave five
Water Wave (Ps): At 4th level, the Aspect of the reproductions of these codices to the val’Virdan family
Hurricane may manifest the energy wave power. Your – both Erdukeen and Canceri - and told them to prepare.
manifester level for this power is equal to your total Now, just a handful of years later, the first Hunters of
character level. You must still spend the power points Silence in millennia seek out their ancient enemy and
to manifest this power, and you may augment it if exact vengeance for the Nierites lost at their ancient
desired.
citadel.
When manifesting the energy wave power
A Hunter of the Silence learns to detect the
using this ability you may only select the cold energy merest presence of the Silence’s influence, to follow
type. If you have access to the power from another this whisper to its source, and to rout and destroy the
source, then when manifesting it using that source you Silence’s servants where they can be found. Sacred
may decide what energy type to use.
rites and closely guarded family secrets teach the
You may not manifest this power while raging. Hunter of the Silence to resist the influencing powers
of the Silence.
Fury of the Storm (Su): When you rage, as a swift
Yet, this power comes with a cost. For reasons
action you may spend 4 power points to receive a +4 that are said to be unknown, the Hunters of the
divine bonus to Strength and Constitution while the Silence are known to the Silence. Captured agents of
rage lasts.
the Silence have described it as if the Hunters of the
If you use the above option, you may also Silence gleamed as a beacon does on a dark night.
elect to spend an additional 6 power points. If you Attempts to quell this have failed, and ultimately, the
do so, then when you use the Power Attack feat, the
Hunters have learned to travel in groups to help
stave off the inevitable attacks. Of course, each
Table 4-13: Aspect of the Hurricane
attack does allow them to destroy more servants of
Base
Bonus
Attack Fort Ref Will
Power the Silence.
The most common path to becoming a Hunter
Level Bonus Save Save Save Special
Points
of the Silence is through the training of a Psychic
1st
+1
+2
+0
+0 Raging Focus
4
Warrior; however, it is also not unknown for a
2nd
+2
+3
+0
+0 —
8
Psion to learn what is necessary to become a
3rd
+3
+3
+1
+1 Storm’s Shield
12
Hunter as well.
4th
5th
78
+4
+5
+4
+4
+1
+1
+1
+1
Water Wave
Fury of the Storm
16
20
val'Virdan Hunter of the Silence ▪ PRESTIGE CLASSES
Hit Die: d8.
means that she adds the level of Hunter of the Silence
Requirements
to the level of whatever manifesting class the character
To qualify to become a Hunter of the Silence, a has, then determines power points per day, powers
character must fulfill all of the following criteria.
known, and manifester level accordingly.
Abilities: All base ability scores must be
If a character had more than one manifesting
11 or higher.
class before she became a Hunter of the Silence, she
Alignment: Any non-Chaotic.
must decide to which class she
Base Attack Bonus: +10
adds the new level of
Base Save Bonus: Will +5.
Hunter of the Silence
Skills: Knowledge (Psionics) 18 ranks,
for the purpose of
Listen 9 ranks, Spot 9 ranks, Survival
determining power
9 ranks.
points per day,
Feats:Alertness, Combat Manifestation,
powers known, and
Force of Will, Iron Will.
manifester level.
Manifesting: 11th level, and
able to manifest catapsi and
The Lonely Road: Once
psionic scent.
you have started learning
Special: val’Virdan or val’Holryn
the techniques of the Hunters of
(with
val’Virdan
powers);
the Silence, you are marked by
Bloodrank of 3 or higher; must also
friend and foe alike as one. Your
participate in the Ritual of Consumption,
friends will not allow you to stop
which involves consuming portions of
your training, and your terrible
a defeated Voiceless One.
foe sees little difference between
a Hunter of the Silence who is
Class Skills
actively training, and one who
The Hunter of the Silence’s class
is not.
skills (and the key ability for each
Once you have set upon this
skill) are Autohypnosis (Wis), Climb (Str),
path, you must complete all five levels
Concentration (Con), Craft (Int), Intimidate (Cha), of this class before taking any other levels.
Jump (Str), Knowledge (Psionics) (Int), Knowledge
(Religion) (Int), Profession (Wis), Ride (Dex), Search Hunting in Silence (Ex): During the Ritual of
(Int), Survival (Wis), and Swim (Str).
Consumption the Hunter of the Silence gains the
Skill Points at Each Level: 2 + Int modifier.
ability to detect the scent of his foes. He gains the
scent special property (as defined by the psionic scent
Class Features
power) and the Track feat as a bonus feat. When using
All of the following are Class Features of the Hunter of this ability to track a servant of the Silence (including
the Silence prestige class.
Entropic creatures and Voiceless Ones) he may add his
bloodrank to his Survival skill checks.
Weapon and Armor Proficiency: A Hunter of the
However, this new connection also changes
Silence is proficient with all simple and martial the Hunter of the Silence’s psionic imprint. He becomes
weapons. He is also proficient with all light and immediately known to all servants of the Silence. Any
medium armors.
servant of the Silence who approaches within 60 feet
immediately knows that the Hunter is a foe, and usually
Powers Known: At every level indicated on the table, they attack.
the character gains additional power points per day and
access to new powers as if she had also gained a level in Holy Defense (Su): The inner soul of the Hunter
whatever manifesting class she belonged to before she of the Silence is hardened as part of the Ritual of
added the prestige class. She does not, however, gain Consumption, allowing her to apply her bloodrank as a
any other benefit a character of that class would have bonus to all saving throws.
gained (bonus feats, metapsionic or item creation feats,
psicrystal special abilities, and so on). This essentially
Table 4-14: Hunter of the Silence
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st
+1
+2
+0
+2 The Lonely Road, Hunting in
Silence, Holy Defense
2nd +2
+3
+0
+3 Heart of Flame
3rd
+3
+3
+1
+3 To Fortify the Spirit
4th
+4
+4
+1
+4 Unyielding
5th
+5
+4
+1
+4 Fury of the Virdan
Powers Known
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
79
PRESTIGE CLASSES ▪ Brother of Shadow
Heart of Flame (Su): Starting at 2nd level, the hardening
of the Hunter of the Silence’s inner soul is complete,
and she gains power resistance of 15 + her Hunter of
the Silence class level + her bloodrank. This power
resistance only applies against psionic powers and
psi-like abilities (this includes preternatural psionics).
This is an exception to the psionics-magic transparency
rule.
For example: Selucia val’Virdan (bloodrank
4), a Psychic Warrior 15 Hunter of the Silence 2 would
have power resistance of 21.
PCs who wish to join the Brotherhood of
Shadow may not do so if they have the Disfavor of the
Brotherhood of Shadow certificate.
PCs who wish to join the Holy Inquisition
may not do so if they have certed evidence of working
on behalf of the Coryani Rebels (such as the Defender
of Solanos Mor certificate).
PCs who wish to be trained as a Milandisian
War Mind may not have any disfavor with King
Osric, nor may they be criminals in Milandir. While
membership in this order does not have any associated
religion requirements, most Milandisian War Minds
To Fortify the Spirit (Su): Practice, grueling training, adopt Hurrian as a patron god, and follow his
and meditation have, by 3rd level, hardened the body teachings.
and spirit of the Hunter of the Silence. Any damage,
hit point, or ability score dealt by a psionic power or Brother of Shadow
psi-like ability (including preternatural psionics) that is Lord of Shadows, grant us your cloak, that the Lord
not associated with an energy type is reduced by your of Death may guide our hand, our blade, and our will
bloodrank, to a minimum of 0.
to the death of those who stand before us. Let us reap
This benefit only applies against psionic the bodies, minds, and souls of those who are seen as
powers and psi-like abilities. This is an exception to corrupt, and without need.
the psionics-magic transparency rule.
- Prayer of the Brotherhood of Shadow
Unyielding (Ex): The fury, rage, and fighting spirit of
the val’Virdan flows strongly through your veins. At 4th
level, the Hunter of the Silence gains the Diehard feat
as a bonus feat. If she already has this feat, she instead
gains the Toughness feat as a bonus feat.
Furthermore, if she fails a saving throw
against an effect that renders her unable to act or move,
the Hunter of the Silence may stave off this effect for
1 round per bloodrank. During this time, she may act
normally, despite any active effects. At the end of this
time, any such active effects take effect. This second
ability may only be used once per day.
Fury of the Virdan (Ex): Having reached his pinnacle,
the Hunter of the Silence is now able to draw upon
immense reserves when combating the Silence. When
fighting against the Silence and its servants, the Hunter
of the Silence may add his bloodrank to attack and
weapon damage rolls. This extra damage should be
treated like a smite attack, save that it applies to all
attacks and is not limited in uses per day.
Mental Training Regimes
of the Holy Mother Church
The Holy Mother Church of Coryan has seen the
wisdom, the power, and the grace of the gifts of
the gods. They have developed a series of training
programs to strengthen the abilities of specific groups
within the Church. Certain older techniques have also
been rediscovered in recent times.
In Living Arcanis, PCs are allowed to take
levels in any one of these prestige classes that they
meet the requirements for. However, be forewarned
that taking levels in one of these classes implies
membership in the associated group within the Holy
Mother Church of Coryan.
80
The Brotherhood of Shadow is a reclusive
group of assassins who hold themselves to a code of
honor. They take great care to ensure that their marks
are truly deserving of being touched by Cadic, in most
cases going so far as to verify with the High Priest of
Larissa in Savona that their marks have in fact done
what they are accused of doing.
Furthermore, as implied, the Brotherhood
requires both a reason for the assassination, proof that
the reason is true, and the given reason must typically
be illegal and well proven. They do sometimes make
mistakes, although it is rare, and in such circumstances
they will assist the offended party by indicating who
placed the assassination order in the first place.
The Brotherhood is ruled over by the Master
Hand. The current Master Hand and his elite cadre are
known to be ranking members of the val’Borda family.
Further details are a closely guarded secret, and any
who utter them are liable to find themselves touched by
Cadic in the most unpleasant of ways.
Hit Die: d6
Requirements:
To qualify to become a Brother of Shadow, a character
must fulfill all of the following criteria:
Alignment: Any Lawful.
Skills: Bluff 6 ranks, Hide 10 ranks, Move Silently 10
ranks.
Feats: Deadly Strike.
Special: Sneak Attack +2d6, must have channeling.
Manifesting: Must be able to manifest 2nd level
powers.
Deity: Must follow either Cadic or Larissa.
Faction: Must join the Brotherhood of Shadow, and
may not have the Disfavor of the Brotherhood of
Shadow.
Brother of Shadow ▪ PRESTIGE CLASSES
Class Skills
The Brother of Shadow’s class skills (and the key
ability for each skill) are Bluff (Cha), Craft (any)
(Int), Concentration (Con), Disguise (Cha), Gather
Information (Cha), Hide (Dex), Knowledge (Local)
(Int), Knowledge (Religion) (Int), Knowledge (Psionics)
(Int), Listen (Wis), Move Silently (Dex), Open Lock
(Dex), Psicraft (Int), Search (Int), Sense Motive (Wis),
Spot (Wis), and Tumble (Dex).
Skill Points per level: 4 + Int. modifier.
Class Features
Weapon and Armor Proficiency: The Brother of
Shadow gains proficiency in the hand crossbow, and
exotic proficiency in the gladius and lorica segmentata.
The Brother of Shadow gains no additional weapon or
armor proficiencies beyond those listed above.
If a Brother of Shadow violates this code, they
are immediately ejected from the Brotherhood, losing
access to all non-extraordinary class abilities. They
may rejoin the Brotherhood by receiving an atonement,
and paying a fine to the Brotherhood equal to 100 gp
x the Hit Dice of the target of the offending contracted
killing.
The Path of Shadows (Sp): At first level, the Brother
of Shadow gains the ability to channel forth the essence
of shadow. By spending a channeling use, the Brother
of Shadow can duplicate the darkness spell (with a
caster level equal to his character level). Furthermore,
for each two additional channeling uses spent at the
same time, the level of the darkness spell is raised by
one. Using this ability is a standard action, and the only
limit on its use is the number of channeling uses the
Brother of Shadow has. This darkness effect lasts for 1
round per point of channeling damage.
Levels in the Brother of Shadow class stack
with others when determining your effective level for
channeling, but only for the purposes of determining
the strength, duration, and other variables of features
of the Brother of Shadow class. They do not stack for
any other purposes.
Manifester Levels: Starting at 1st level and every level
thereafter, excluding 3rd and 7th, the Brother of Shadow
gains additional powers known and power points per
day as if he were one level higher in whatever Psionic
class he had prior to becoming a Brother of Shadow. If
he had two or more such classes, he must choose one
of them to gain the benefit of this increase in manifester
level. This increase only affects power points per
day, powers known, and maximum power level if Mental Strike (Ex): The Brother of Shadow may add
applicable. All other class features, including bonus the Mental Strike power to his powers known.
feats, are not affected in any way.
Sneak Attack (Ex): At 3rd level, the Brother of Shadow
Code of Honor (Ex): The Brotherhood of Shadow has gains the sneak attack ability of the Rogue class. He
a strict code of honor that they expect all members to gains +1d6 sneak attack damage at 3rd level, increasing
uphold. The Brotherhood only takes contracts where to +2d6 at 6th level, and +3d6 at 9th level. This ability
they are given a good reason for the target to be killed. stacks with other sources of sneak attack.
This reason must typically be the result of an illegal
activity, and be proven to be true.
Hide in Plain Sight (Su): At 4th level, the Brother
The Brotherhood does not actively curtail its of Shadow is never without some shred of shadow in
members from using their skills and training outside of which to hide. He can use the Hide skill even while
contracts; however, the Brotherhood does frown upon being observed, but only so long as he is within 10 feet
its members accepting payment for the use of these of some sort of shadow. He can Hide in this manner
skills. In other words, any contracted killings must be even in the open without anything to Hide behind; he
arranged through the Brotherhood.
cannot, however, hide within his own shadow.
Table 4-15: Brother of Shadow
Class Base
Fort Ref Will
Level Attack Bonus Save Save Save Special
of Honor, The Path of Shadows,
1st
+0
+0
+2
+0 Code
Mental Strike
2nd
+1
+0
+3
+0 —
3rd
+2
+1
+3
+1 Sneak Attack +1d6
4th
+3
+1
+4
+1 Hide in Plain Sight
5th
+3
+2
+4
+2 The Darkened Shroud of Cadic
6th
+4
+2
+5
+2 Sneak Attack +2d6
7th
+5
+3
+5
+3 —
8th
+6
+3
+6
+3 Mental Poison
9th
+6
+4
+6
+4 Sneak Attack +3d6
10th +7
+4
+7
+4 The Master’s Hand
Power Advancement
+1 Manifester Level
+1 Manifester Level
—
+1 Manifester Level
+1 Manifester Level
+1 Manifester Level
—
+1 Manifester Level
+1 Manifester Level
+1 Manifester Level
81
PRESTIGE CLASSES ▪ Enlightened Fists of Anshar
The Darkened Shroud of Cadic (Ps): At 5th level, the
Brother of Shadow can summon forth thick, cloaking
shadow to surround himself. Doing so is a standard
action, and provides concealment of 20% for 2 rounds
per class level. This ability mimics a 2nd level psionic
power; the manifester level is the Brother of Shadow’s
character level. This ability may be used once per day.
At 6th level, the Brother of Shadow may use this ability
twice per day, and at 9th level, he may use it three times
each day.
Mental Poison (Su): At 8th level, the Brother of
Shadow has learned to leave lingering taint behind in
the minds of those that he targets with his Mental Strike.
Individuals who make their save against the Brother of
Shadow’s Mental Strike now also suffer 1 point of
damage to Intelligence, Wisdom, and Charisma. This
damage cannot be reduced by any means. Individuals
who fail the save are unaffected by this, as they are
dead. Individuals who are immune or unaffected by
the Mental Strike due to power resistance or similar
effects, are unaffected by this ability.
The Master’s Hand (Ex): At 10th level, the Brother of
Shadow has become truly adept at delivering death to
those who deserve it. The Brother of Shadow receives
a +2 bonus to the saving throw DC of the mental strike
power.
Enlightened Fists of Anshar
Lady of Suffering, grant to us the fortitude to stand fast
and guard those who would trod your ways. Grant to
us the strength to hold at bay those who would interrupt
the pilgrimage; and though suffering they may wish to
inflict, let us remember that suffering is the realm of the
holy, and those on pilgrimage find within themselves a
suffering of the soul that should not be distracted by
suffering of the flesh.
- Psalm of the Enlightened Fists
protecting pilgrims while they are gathered at the
pilgrimage sites, not while they are traveling since that
is the demesne of the Soldier-Saints.
Most Enlightened Fists swear oaths of poverty
through choice rather than as a requirement. Similarly,
most Enlightened Fists worship Anshar, the goddess of
travelers, but there are also many within the order who
worship other gods; although all Enlightened Fists do
pay homage to Anshar.
Hit Die: d6
Requirements:
To qualify to become an Enlightened Fist, a character
must fulfill all of the following criteria:
Base Attack Bonus: +4
Skills: Concentration 9 ranks.
Feats: Psionic Fist.
Special: Still Mind class feature.
Class Skills
The Enlightened Fist’s class skills (and the key ability
for each skill) are Autohypnosis (Wis), Concentration
(Con), Craft (Int), Escape Artist (Dex), Hide (Dex),
Jump (Str), Knowledge (psionics) (Int), Knowledge
(religion) (Int), Listen (Wis), Move Silently (Dex),
Psicraft (Int), Sense Motive (Wis), Spot (Wis), and
Tumble (Dex).
Skill Points per level: 4 + Int. modifier.
Class Features
All of the following are class features of the Enlightened
Fist prestige class.
Weapon and Armor Proficiency: Enlightened Fists
gain no proficiency with any weapon or armor.
Monk Abilities: An Enlightened Fist’s class levels stack
with his monk levels for the purpose of determining
his unarmed damage and bonuses to Armor Class and
unarmored speed. His class levels do not apply to other
monk abilities such as flurry of blows, slow fall, and
The Enlightened Fists of Anshar are a group so on.
of Anshar pilgrim-warriors who work alongside
the Soldier-Saints of Dagha, the renowned order of Power Points/Day: An Enlightened Fist can manifest
warrior-monks who protect pilgrims within the Blessed powers. His ability to manifest powers is limited by the
Lands. The Enlightened Fists are usually tasked with power points he has available. His base daily allotment
Table 4-16: Enlightened Fists of Anshar
Class
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
82
Base
Fort Ref Will
Attack Bonus Save Save Save Special
+0
+0
+2
+2 Monk abilities
+1
+0
+3
+3 —
+2
+1
+3
+3 —
+3
+1
+4
+4 —
+3
+1
+4
+4 Bonus psionic feat
+4
+2
+5
+5 —
+5
+2
+5
+5 —
+6
+2
+6
+6 —
+6
+3
+6
+6 —
+7
+3
+7
+7 Bonus psionic feat
Power Points
/ Day
1
3
6
10
15
23
31
43
55
71
Powers
Known
1
2
3
4
5
6
7
8
9
10
Level
Known
1st
1st
2nd
2nd
3rd
3rd
4th
4th
5th
5th
Enlightened Fists of Anshar ▪ PRESTIGE CLASSES
of power points is given on
Table 4-16: Enlightened Fists
of Anshar. In addition, he receives
bonus power points per day if he
has a high Wisdom score (see Table
2-1: Ability Modifiers and Bonus Power
Points). His race may also provide bonus
power points per day, as may certain feats
and items. If an Enlightened Fist has power
points from a different class, those points
are pooled together and usable to manifest
powers from either class. Bonus power
points from having a high ability score can
be gained only for the character’s highest
psionic class.
Powers Known: An Enlightened
Fist chooses his powers from the
psychic warrior power list. At 1st
level, an Enlightened Fist knows one
psychic warrior power of your choice.
Each time he attains a new level, he
learns one new power. An Enlightened
Fist can manifest any power that has a power
point cost equal to or lower than his manifester
level. The total number of powers an Enlightened Fist
can manifest per day is limited only by his daily power
points.
An Enlightened Fist simply knows his powers;
they are ingrained in his mind. He does not need to
prepare them (in the way that some spellcasters prepare
their spells), though he must get a good night’s sleep
each day to regain all of his spent power points.
The Difficulty Class for saving throws against an
Enlightened Fist powers is 10 + the power’s level + the
Enlightened Fist’s Wisdom modifier.
Milandir has long relied on the heroism
of individual warriors and soldiers of fortune to
protect its interests, and to serve within its armies.
While the cantons have a formidable might
when raised, they do require individuals to
lead the way. In this manner, they are truly
unique from their neighbors and rivals,
the Coryani Empire with its legions.
A college, only a short distance
from the Royal Estate near Naeraanth,
teaches a select few the knowledge,
skills, and mindset required to
become a truly great warrior.
The headmaster of this college,
Helfgaer Armind val’Tensen, is a devoted
follower of Hurrian and encourages all of
his students to undertake the worship
of the gods as well.
Hit Die: d10
Requirements:
To qualify to become a
Milandisian War Mind, a
character must fulfill all the
following criteria:
Alignment: Any non-Chaotic.
Base Attack Bonus: +3.
Skills: Examine Martial Technique 5 ranks, Knowledge
(History) 2 ranks, Knowledge (Psionics) 8 ranks.
Manifesting: Must have a power point reserve of at
least 1 power point.
Class Skills
The Milandisian War Mind’s class skills (and the
key ability for each skill): Autohypnosis (Wis),
Concentration (Con), Examine Martial Technique
(Wis), Intimidate (Cha), Knowledge (History) (Int),
Maximum Power Level Known: An Enlightened Fist Knowledge (Psionics) (Int), and Psicraft (Int).
gains the ability to learn one 1st-level power when he Skill Points per level: 2 + Int. modifier.
takes his first level in the prestige class. As he attains
each new odd-numbered level, an Enlightened Fist Class Features
gains the ability to master more complex powers.
Weapon and Armor Proficiency: War minds gain no
To learn or manifest a power, an Enlightened proficiency with any weapon or armor.
Fist must have a Wisdom score of at least 10 + the
power’s level.
Power Points/Day: A war mind can manifest powers.
His ability to manifest powers is limited by the power
Bonus Psionic Feat: At 5th and 10th level, an points he has available. His base daily allotment of
Enlightened Fist can take any psionic feat as a bonus power points is given on Table 4-17: The War Mind.
feat. He must still meet the prerequisites for the feat.
In addition, he receives bonus power points per day
if he has a high Wisdom score (see Table 2-1: Ability
Multiclass Note: A monk who becomes an Enlightened Modifiers and Bonus Power Points). His race may also
Fist may continue advancing as a monk.
provide bonus power points per day, as may certain
feats and items. If a war mind has power points from
a different class, those points are pooled together and
Milandisian War Mind
“Each time you draw a blade, each time you swing it, usable to manifest powers from either class. Bonus
you must be fully prepared to pay the cost. You must be power points from having a high ability score can be
prepared to take life, and equally you must be prepared gained only for the character’s highest psionic class.
to surrender your own. That is the ultimate truth of a
warrior, and that is what you must learn, so that you Powers Known: A war mind chooses his powers from
the psychic warrior power list. At 1st level, a war mind
can come to love it and to hate it.”
- Goerhald val’Holryn, Champion to King Osric of knows one psychic warrior power of your choice. At
every even-numbered level higher than 1st, he learns
Milandir speaking to the assembled Cantons
83
PRESTIGE CLASSES ▪ Milandisian War Mind
one new power. A war mind can manifest any power individual combatant: the ability to avoid the enemy’s
that has a power point cost equal to or lower than his
counterattacks if that enemy is not immediately
manifester level. The total number of powers a
overwhelmed. Calling upon inner reserves of
war mind can manifest per day is limited only
knowledge and dedication, a war mind can
by his daily power points.
provide himself with a +2 insight bonus to
A war mind simply knows his powers;
Armor Class for up to 1 minute.
they are ingrained in his mind. He does not
A war mind may use this ability
need to prepare them (in the way that some
twice per day, as a swift action. A war
spellcasters prepare their spells), though
mind may not use more than one
he must get a good night’s sleep each day
chain ability at a time. At 8th level,
to regain all his spent power points.
the insight bonus to Armor Class
The Difficulty Class for saving
improves to +4.
throws against war mind powers is 10
+ the power’s level + the war mind’s
Enduring Body (Ex): At 3rd level, a
Wisdom modifier.
war mind learns the third principle of
warfare for the individual combatant:
Maximum Power Level Known: A
to unleash in oneself the spirit of the
war mind gains the ability to learn
enduring body. The spirit of the ideal
one 1st-level power when he takes
body transforms a war mind, granting
his first level in the prestige class.
him damage reduction 1/–. At 6th level,
As he attains each even-numbered
his damage reduction improves to 2/–.
level beyond 2nd, a war mind
At 9th level, his damage reduction
gains the ability to master more
improves to 3/–.
complex powers.
To learn or manifest a
Sweeping Strike (Ex): At 5th level, a
power, a war mind must have
war mind gains the ability to make great,
a Wisdom score of at least
sweeping swings with a melee weapon.
10 + the power’s level.
As a full-round action, the war mind
may make a single melee attack roll
Chain
of
Personal
that targets two adjacent creatures
Superiority (Su): At 1st level,
(the squares they occupy must share
a war mind learns the first principle of warfare for a side). All of the properties of the attack roll (and
the individual combatant: the ability to both deal associated damage) are applied to both creatures
punishment and take it. Calling upon inner reserves equally; meaning that the bonus damage from a use
of knowledge and dedication, a war mind can provide of the Psionic Weapon feat would be applied to both
himself with a +2 insight bonus to Strength and creatures.
Constitution for up to 1 minute.
A war mind cannot use this ability if he has
A war mind may use this ability twice per day, moved more than 10 feet since the end of his last turn
as a swift action. A war mind may not use more than (either movement of his own volition, or through some
one chain ability at a time. At 7th level, the insight other creature’s actions). If a war mind drops one or
bonus to Strength and Constitution improves to +4.
both of his foes with a sweeping strike, he can attempt
a cleave normally; however, he makes only one cleave
Chain of Defensive Posture (Su): At 2nd level, a war attempt per sweeping strike, even if he drops more than
mind learns the second principle of warfare for the one foe.
Table 4-17: The Milandisian War Mind
Class
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
84
Base
Attack Fort Ref Will
Bonus Save Save Save Special
+1
+2
+2
+0 Chain of personal superiority +2
+2
+3
+3
+0 Chain of defensive posture +2
+3
+3
+3
+1 Enduring body (DR 1/—)
+4
+4
+4
+1 —
+5
+4
+4
+1 Sweeping strike
+6
+5
+5
+2 Enduring body (DR 2/—)
+7
+5
+5
+2 Chain of personal superiority +4
+8
+6
+6
+2 Chain of defensive posture +4
+9
+6
+6
+3 Enduring body (DR 3/—)
+10
+7
+7
+3 Strike of overwhelming force
Power
Points/
Day
2
5
9
14
20
28
37
47
58
70
Powers
Known
1
2
2
3
3
4
4
5
5
6
Maximum
Power Level
Known
1st
1st
1st
2nd
2nd
3rd
3rd
4th
4th
5th
Psionic Inquisitor ▪ PRESTIGE CLASSES
Hit Die: d6
Requirements:
To qualify to become a Psionic Inquisitor, a character
must fulfill all of the following criteria:
Alignment: Any Lawful.
Skills: Concentration 8 ranks, Knowledge (Religion)
5 ranks, Psicraft or Spellcraft 5 ranks, Sense Motive
8 ranks.
Feats: Inquisitor, Psionic Meditation.
Spellcasting: Must be able to cast 1st-level divine
spells.
Manifesting: Must be able to manifest 1st-level
powers.
Psionic Inquisitor
“The world has been stained with the fallen tears of a Deity: Must follow either Illiir or Sarish.
thousand generations of suffering. Suffering caused by Faction: Must join the Holy Inquisition, which entails
the impurities of soul, mind, and intent. Find the impure loyalty to Emperor Calcestus val’Assante.
and grant them redemption. If they will not repent,
then send them on so that Nier may judge them, and so Class Skills
The Psionic Inquisitor’s class skills (and the key ability
that Sarish binds them for their transgressions.”
- Calcestus val’Assante at the Indoctrination of the for each skill) are Craft (Int), Concentration (Con),
Knowledge (All, taken individually) (Int), Listen (Wis),
High Inquisitor
Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), and
The Holy Inquisition, rightfully feared by Spot (Wis).
many in Coryan, has been blending psychic insight Skill Points per level: 2 + Int. modifier.
with the divine powers granted by Illiir and Sarish since
the earliest days of its existence. The Psionic Inquisitor Class Features
is the ultimate expression of the blending of these two All of the following are class features of the Psionic
forces. His training focuses on using divine inspiration Inquisitor.
and divination, combined with psychic mind probes, to
root out heresy, for they are charged with seeking out Weapon and Armor Proficiency: The Psionic
Inquisitor gains no additional weapon or armor
the impure of mind, body, and soul.
The loyalty of those chosen to serve as Psionic proficiencies.
Inquisitors is unquestioned, and they are held in high
st
regard by those whose faith is unquestioned. They are Holy Inquisitor (Ex): Beginning at 1 level, a Psionic
Inquisitor
can
regain
his
psionic
focus
as a free action,
trusted by their superiors to hunt down heretics, even
but
only
after
using
the
Inquisitor
feat.
He may only
if they hold only heretical thoughts within their hearts.
As the training of a Psionic Inquisitor, they learn to see regain his focus as a free action once per Psionic
through illusions with ease, bathe themselves in Illiir’s Inquisitor level every hour. Regaining focus as a free
light, and even capture the souls of the guilty. For this, action does not provoke an attack of opportunity.
they are rightly revered and reviled!
Caster and Manifester Levels: Starting at 2nd level
and every two levels thereafter, the Psionic Inquisitor
gains additional spells per day as if he were one level
higher in whichever divine casting class he had before
Strike of Overwhelming Force (Su): At 10th level,
a war mind learns the fourth principle of warfare for
the individual combatant: to discover the underlying
violence of the world and deliver it in a perfectly
executed attack.
The war mind taps into this underlying energy
and apply it to a single attack, dealing an extra 10d6
points of damage. A war mind can use this power once
per day. Activating this power is a free action. If the
attack misses, the power is wasted.
Table 4-18: The Psionic Inquisitor
Class
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort Ref Will
Save Save Save Special
+0
+0
+2 Holy Inquisitor, Truth of the Body
+0
+0
+3 —
+1
+1
+3 Sacred Focus, Truth of the Mind
+1
+1
+4 —
+2
+2
+4 Light of Illiir, Truth of the Heart
+2
+2
+5 —
+3
+3
+5 Bindings of Sarish, Truth of the Eye
+3
+3
+6 —
+4
+4
+6 —
+4
+4
+7 Truth of the Soul
Spell/Power Advancement
—
+1 Caster & Manifester Level
—
+1 Caster & Manifester Level
—
+1 Caster & Manifester Level
—
+1 Caster & Manifester Level
—
+1 Caster & Manifester Level
85
PRESTIGE CLASSES ▪ Psionic Inquisitor
he became a Psionic Inquisitor. If he had two or more
such classes then he must choose one of them, and only
that class gains the increase. This increase only affects
spells per day, and spells known if applicable. Other
class features, such as the ability to turn undead, are not
affected in any way.
Additionally, the Psionic Inquisitor gains
additional powers known and power points per day as
if he were one level higher in whichever Psionic class
he had prior to becoming a Psychic Inquisitor. If he
had two or more such classes, he must choose one of
them to gain the benefit of this increase in manifester
level. This increase only affects power points per
day, powers known, and maximum power level if
applicable. All other class features, including bonus
feats, are not affected in any way.
Truth of the Body (Sp): At first level, a Psionic
Inquisitor gains a modicum of power over the flesh
of those he interrogates. Once per day, the Psionic
Inquisitor can duplicate the effects of either a cure light
wounds or an inflict light wounds as he chooses. At 3rd
level, he can instead duplicate either a cure moderate
wounds or an inflict moderate wounds, again only once
per day. At 5th level, he can once per day duplicate either
a cure serious wounds or an inflict serious wounds. At
7th level, he can duplicate either a cure critical wounds
or an inflict critical wounds, once per day. At 10th level
he can use this ability three times per day. All of these
effects are cast at the Psionic Inquisitor’s caster level,
and have a save DC of 10 + ½ Psionic Inquisitor Level
+ Wisdom modifier.
Sacred Focus (Ex): At 3rd level the Psionic Inquisitor
learns how to lay the nets of control with greater
efficacy. He gains a +1 DC to all spells and powers
with the mind-affecting descriptor. This bonus stacks
with other class features or feats that increase the DC
of his spells and powers.
Truth of the Mind (Ex): A Psionic Inquisitor of at least
3rd level gains insight into how the mind works. This
allows him to recognize when someone, or something,
tampers with his mind. Any time that a Psionic
Inquisitor fails a Will save against a mind-affecting
ability with a duration longer than instantaneous, he
may attempt a second save as a free action during his
next turn. If he succeeds on this second Will save, the
effect is broken, and the Psionic Inquisitor acts as if he
had never been affected by the power. Regardless of
success or failure, he only gets one additional attempt
on the saving throw from this ability.
can make a second Fortitude saving throw against
any toxin or disease, whether mundane or magical, as
a free action on his next turn. In the case of spells,
manifestations, and spell-like abilities, the second
saving throw is only given if the affect has a duration
greater than instantaneous. If the second saving throw
is effective, the Psionic Inquisitor acts as if he had never
been affected. Example: Alrin val’Assante failed a
Fortitude save versus a toxin. On his next action, he
makes the second saving throw. Alrin takes no ability
damage due to the effects of the toxin (and damage that
was suffered from the toxin is immediately removed).
Regardless, he only gets one additional attempt on the
saving throw from this ability.
Bindings of Sarish (Sp): A 7th-level Psionic Inquisitor
gains the ability to temporarily bind Infernals. The
Psionic Inquisitor must make a successful touch attack
against the Infernal. If successful, the Infernal must
make a Will save against a DC of 10 + the Psionic
Inquisitor class level + the Psionic Inquisitor’s Charisma
modifier or be affected as if under a hold monster effect
cast by a character of the Psionic Inquisitor’s caster
level. This ability may be used once per day per two
Psionic Inquisitor levels.
Truth of the Eye (Sp): A Psionic Inquisitor of 7th level
and higher can see through illusion as easily as they can
see through air. Once per day per every two Psionic
Inquisitor levels, he can invoke the light of Illiir to
cleanse his perceptions, effectively granting him true
seeing. This is cast at the Psionic Inquisitor’s divine
caster level.
Truth of the Soul (Sp): At 10th level a Psionic Inquisitor
can hold the souls of those he questions. This ability
allows him to duplicate a trap the soul effect once per
week. The Psionic Inquisitor himself qualifies as the
focus for the spell. To use this ability he must have
interrogated his opponent for at least five minutes
prior to using the ability. The Psionic Inquisitor can
choose to release any one or all of the trapped souls as
a free action; alternatively, they are released when the
Psionic Inquisitor perishes. This is cast at the Psionic
Inquisitor’s divine spell caster level.
The Righteous Order of the Divine Shield
Dark tears stain the night shades of black. Bring unto
the poor, the downtrodden, and the meek the glorious
light and truth of Illiir. Bless these folk with Hurrian’s
shelter and comfort, for the truth can be as heavy a
burden as the night.
- Dogma of the Righteous Order of the Divine Shield
Light of Illiir (Sp): At 5th level, the Psionic Inquisitor
begins to shed light as per the light spell. This effect
A member of the Righteous Order of the
can be suppressed at will as a free action. If dispelled, Divine Shield is held to the highest moral standards.
it can be resumed as a free action on the Psychic They are viewed as the pinnacle of compassion, and are
Inquisitor’s next turn.
well-known for preserving the weak, even at the cost of
their own lives.
Truth of the Heart (Ex): At 5th level, the Psionic
During the ancient days before the Time of
Inquisitor gains the ability to shrug off most toxins and Terror, the order served to guard pilgrims and to patrol
other effects of similar nature. The Psionic Inquisitor the bounds of the Empire, keeping those far from the
86
The Righteous Order of the Divine Shield ▪ PRESTIGE CLASSES
might of the Emperor safe from the ravages of the
wilderness beyond.
The order was only recently reformed, after
having been forgotten since the Time of Terror. Brave
heroes re-awoke the Order’s Mentagi, held within the
vaults of the Mother Church, when they recovered the
arms and armor of Colryn val’Assante, the last leader
of the Order. These brave souls used his arms and
armor in the defense of those weaker than themselves.
Hit Die: d10
Requirements:
To qualify to become a Divine Shield, a character must
fulfill all of the following criteria:
Alignment: Any Good.
Skills: Examine Martial Technique 5 ranks, Heal 13
ranks, Knowledge (Religion) 5 ranks.
Feats: Field Medic, Iron Will.
Special: Must have an Aura of Faith, and must have a
power-point reserve.
Deity: Must follow either Illiir or Hurrian.
Class Skills
The Divine Shield’s class skills (and the key ability
for each skill) are Craft (Int), Concentration (Con),
Diplomacy (Cha), Examine Martial Technique
(Wis), Heal (Wis), Knowledge (Religion)
(Int), Knowledge (Psionics) (Int), Psicraft
(Int), and Sense Motive (Wis).
Skill Points per level: 2 + Int. modifier.
Class Features
All of the following are class features of the
Righteous Order of the Divine Shield.
Weapon and Armor Proficiency:
The Divine Shield gains proficiency
with simple and martial weapons.
The Divine Shield is also proficient
in the use of light, medium, and
heavy armor and all types of
shields.
Channeling Uses: The Divine Shield does not gain
additional casting levels, however, he does gain
additional channeling attempts each day, as indicated
on the table able. Treat these as extra channeling uses.
Aura of Faith (Su): Levels in Divine Shield stack for
determining the strength of your aura of faith.
Divine Shield (Su): A Divine Shield gains their class
level as a shield bonus to armor class (this does not
stack with a wielded shield, as only the greater bonus is
used). By spending a channeling attempt as a standard
action, they may transfer some or all of this bonus
to an individual that they touch. The bonus remains
transferred for 1 minute, although the Divine Shield
may choose, as a free action, to end this protection.
The Divine Shield may also spend power
points to affect multiple creatures with this ability.
For each 5 power points spent at the same time as the
channeling attempt is made, the Divine Shield may
touch one additional person. All targets receive the
same bonus.
Only the shield bonus granted by this
ability may be transferred in this
way; shield bonuses from other
sources, such as the shield spell
or a wielded shield, may not be
transferred.
For example: Colryn val’Assante
could spend 10 power points and
one channeling attempt at 1st level
to grant two allies that he touched
a +1 shield bonus each, while
surrendering his own shield bonus
entirely.
Weapon of the Mind (Su): At 2nd
level, the Divine Shield may spend
power points, as a free action, to
make any melee weapon he is
holding defending for 1 minute
per class level. This effect ends
immediately if the weapon ever
leaves the Divine Shield’s hands. The
power point cost of this ability is two
power points per enhancement point of
the weapon to be affected.
Power Points: The Divine Shield
does not gain additional manifesting
levels or powers known. However,
he does gain additional power
points each day, as indicated on the
table above. Treat these as bonus
power points.
Table 4-19: The Righteous Order of the Divine Shield
Class
Level
1st
2nd
Base
Fort Ref Will
Attack Bonus Save Save Save Special
+1
+2
+0
+0 Aura of Faith, Divine Shield
+2
+3
+0
+0 Weapon of the Mind
Power
Points Channeling Uses
4
1
8
1
3rd
+3
+3
+1
+1
Greater Divine Shield
12
2
4th
5th
+4
+5
+4
+4
+1
+2
+1
+2
Weapon of the Faith
Radiant Divine Shield
16
20
2
3
87
PRESTIGE CLASSES ▪ Issori Metamind
Greater Divine Shield (Su): At 3rd level, the Divine Issori Metamind
Shield may expend 2 extra channeling attempts when So wise so young, they say do never live long.
using this ability to extend the range of the Divine
~ King Richard III, Act III, Scene I
Shield ability from touch to a 25-foot burst. The
~ William Shakespeare
number of recipients is still limited as above, but when
the ability is triggered in this way they do not all have The ancient Issori, mystic insect-like creatures whose
to be within touch range.
empire was long ago destroyed by the Ssethregorans,
had a mastery of psionics, represented by the Metamind
Weapon of the Faith (Su): At 4th level, the Divine class. With their demise, the Ssanu of the Yhassremore
Shield may spend 2 channeling attempts, as a free Empire learned and mastered these Issori techniques,
action, to make any melee weapon he is holding capturing them as their own.
affected by the holy sword spell for 1 minute per class
Now, the Val families and others have studied
level. This effect ends immediately if the weapon ever and mastered these techniques that have been passed
leaves the Divine Shield’s hands.
down through the ages.
Radiant Divine Shield (Su): At 5th level, if the Divine
Shield transfers his entire shield bonus to others, he
immediately gains a +5 shield bonus to Armor Class, as
if he had not transferred the shield bonus at all. He may
not transfer this new shield bonus, however, this shield
bonus remains so long as his normal shield bonus from
the Divine Shield ability has been transferred.
Requirements:
To qualify to become a Issori Metamind, a character
must fulfill all the following criteria:
Skills: Knowledge (Psionics) 8 ranks, Psicraft 4 ranks.
Feats: Psicrystal Affinity.
Manifesting: Manifester level 4th.
Hit Die: d4
Tools of the Serpent Empire
Class Skills
The Issori Metamind’s class skills (and the key ability
for each skill) are Autohypnosis (Wis), Concentration
(Con), Craft (any, taken individually) (Int), Knowledge
(Psionics) (Int), and Psicraft (Int).
Skill Points per level: 2 + Int. modifier.
The ancient Ssanu of Ssethregore have had centuries to
perfect their use of psionics and to master the shaping
of psionic energies. This mastery is exemplified by
the Psychic-Storm. The Ssanu were also the first to
master the art of hunting psionic creatures during
their extermination of the Sansho. This mastery is
demonstrated by the Sansho Hunter.
However, the Val families of Onara have
also achieved a similar level of mastery, and thus the
power of a Psiophant is no longer limited solely to
the Ssethregorans. A multitude of races and groups
have learned the techniques of the Sansho Hunter,
and learned to apply them to many different foes; thus
the abilities of a Sansho Hunter are no longer limited
solely to the Ssanu. The psionic mastery of the Issori
Metamind, once confined to the inner sanctum of the
Ssanu and the Issori before them, is now no longer
limited solely to their mastery; anyone may take levels
in Issori Metamind.
Class Features
Weapon and Armor Proficiency: The Issori Metamind
does not receive any additional weapon or armor
proficiencies.
Powers Known: At every even-numbered level, an
Issori Metamind gains additional power points per day
and access to new powers as if he had also gained a level
in whatever manifesting class he belonged to before he
added the prestige class. He does not, however, gain
any other benefit a character of that class would have
gained (bonus feats, metapsionic or item creation feats,
and so on). This essentially means that he adds the level
of metamind to the level of whatever manifesting class
Table 4-20: Issori Metamind
Class
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
88
Base
Attack Fort Ref Will
Bonus Save Save Save Special
+0
+0
+0
+2 Free manifesting 1st, 3/day
+1
+0
+0
+3 Cognizance psicrystal 5 points
+1
+1
+1
+3 Free manifesting 2nd, 3/day
+2
+1
+1
+4 Cognizance psicrystal 7 points
+2
+1
+1
+4 Free manifesting 3rd, 1/day
+3
+2
+2
+5 Cognizance psicrystal 9 points
+3
+2
+2
+5 Free manifesting 4th, 1/day
+4
+2
+2
+6 Cognizance psicrystal 11 points
+4
+3
+3
+6 Free manifesting 5th, 1/day
+5
+3
+3
+7 Font of power
Powers Known
—
+1 level of existing manifesting class
—
+1 level of existing manifesting class
—
+1 level of existing manifesting class
—
+1 level of existing manifesting class
—
+1 level of existing manifesting class
Psychic Storm ▪ PRESTIGE CLASSES
the character has,
then determines
power points per
day,
powers
known,
and
manifester level
accordingly.
If
a
character had
more than one
manifesting
class before
he became a
metamind, he
must decide to
which class he
adds the new
level of metamind
for the purpose of
determining power
points per day,
powers known, and
manifester level.
At every odd-numbered level, an Issori
Metamind gains additional power points per day as if he
had also gained a level in whatever manifesting class he
belonged to before he added the prestige class. He does
not, however, gain any other benefit a character of that
class would have gained (increased manifester level,
access to new powers, bonus feats, metapsionic or item
creation feats, and so on).
Free Manifesting (Ps): At 1st level, an Issori Metamind
can manifest any 1st-level power he knows for free
(without spending power points) three times per day.
At higher levels, a metamind gains the ability
to freely manifest additional higher-level powers: three
2nd-level powers per day at 3rd level; one 3rd-level
power per day at 5th level; one 4th-level power per
day at 7th level; and one 5th-level power per day at 9th
level.
This benefit applies only to the power point
cost of an unaugmented power. Points spent to augment
a power and an experience point cost (if any) must be
paid as normal.
Cognizance Psicrystal (Ex): At 2nd level, a metamind
masters the trick of storing excess power points in a
psicrystal. The psicrystal is now treated as a cognizance
crystal capable of storing 5 power points, in addition to
its psicrystal abilities. At every even-numbered level, a
metamind becomes able to store an additional 2 power
points in his psicrystal, to a maximum of 11 points at
8th level.
Font of Power (Ps): A 10th-level metamind can act
as a living cognizance crystal, producing seemingly
endless power points once per day, for up to 1 minute.
His eyes shine like tiny stars, and faint illumination
seems to beam out of his mouth and the end of each of
his fingers. While so empowered, he can manifest any
of his powers without drawing from his power point
reserve. He finds the power points he needs welling up
within his own body.
If a metamind using this ability enters
a metaconcert, his power point reserve is accessed
normally for the purpose of his contributing to the pool.
Treat this as a power equal to the highest level
the metamind knows, with a manifester level equal
to the metamind’s for the purposes of dispelling this
effect.
Psychic-Storm
“You have a strong, disciplined mind and are capable
of wielding raw power like a hammer, but you have
not learned to be flexible and adaptive, and thus, shape
energies to do your will. Watch. Learn.”
- Ssethiru, Ssethregoran Psiophant to a future
apprentice.
Each discipline of magic has practitioners who have
risen to the pinnacle of the art. Amongst the mages and
sorcerers there exist the Arch-Magi, and the Magisters
of the Sanctorum of the Arcane. The clergy and
other devout followers of the gods have the powerful
Hierophants. However, the rarest and most reclusive
such individuals are the Psychic-Storms, the epitome
of psionic power, skill, and dedication.
The Ssanu of the Black Coil were the first to
develop the level of control and dedication necessary
to become a Psychic-Storm, and indeed they developed
most of the techniques used by the Psychic-Storms.
There are some techniques that have since been
developed by various members of the Val race; however,
those developments are relatively recent.
It is typical for a Psychic-Storm to only have a
single apprentice at a time; furthermore, most PsychicStorms require potential apprentices to swear oaths of
silence, secrecy, and fealty to the teacher, ensuring that
their secrets are maintained.
Requirements:
To qualify to become a Psychic-Storm, a character
must fulfill all of the following criteria:
Skills: Knowledge (Psionics) 15 ranks, Psicraft 15
ranks, Use Psionic Device 7 ranks.
Feats: Prodigy (Psionic), Psicrystal Focus, Skill Focus
(Knowledge: Psionics), and any two Metapsionic or
Psionic Item Creation feats or Improved CounterManifesting.
Manifesting: Must be able to manifest 7th level
powers, including knowledge of at least 4 powers of at
least 5th level or higher.
Hit Die: d4
Class Skills
The Psychic-Storm’s class skills (and the key ability
for each skill) are Autohypnosis (Wis), Concentration
(Con), Craft (any, taken individually) (Int), Intimidate
(Cha), Knowledge (any, taken individually) (Int),
Psicraft (Int), Sense Motive (Wis), and Use Psionic
Device (Cha).
Skill Points per level: 2 + Int. modifier.
89
PRESTIGE CLASSES ▪ Psychic Storm
Class Features
All of the following are class
features of the PsychicStorm.
Weapon
and
Armor
Proficiency: The PsychicStorm does not receive any
additional weapon or armor
proficiencies.
Psionic Training: A Psychic-Storm’s
manifester level does not increase as he gains
levels in this prestige class; thus he does not
learn new psionic powers or gain additional
power points. However, a Psychic-Storm’s
class levels are added to his manifester level
for the purpose of determining the maximum
number of power points that can be spent
while manifesting a power.
Perfected Technique (Ex, Ps,
or Su): At each level, the
Psychic-Storm learns another
technique that has been
perfected. Choose one of the
following entries that you meet
the
prerequisites for. Most techniques can only be learned
once; however, some may be learned more than once.
Enhance Psicrystal (Ex): This technique empowers
the Psychic-Storm’s psicrystal. When determining
the abilities and properties of your psicrystal, use
your manifester level (including any psionic training
bonuses) instead of your psion level. This technique
itself is extraordinary; however, the abilities gained by
the psicrystal retain their normal qualities.
Extra Technique (Ex): The Psychic-Storm may unlock
the secrets to any Metapsionic or Psionic Item Creation
feat. The Psychic-Storm chooses any one feat for which
he meets the prerequisites; the chosen feat is granted as a
bonus feat. This ability may be chosen multiple times.
This ability may be chosen
multiple times and its effects
stack each time.
Mastery of the Body (Ps):
The Psychic-Storm can
bolster their body using
their psionic powers. Using
this ability is a full-round
action which provokes attacks
of opportunity.
The use of this ability
mimics the manifesting of a power,
and thus the maximum number of power
points that can be spent is determined by the
Psychic-Storm’s manifester level.
There are four different things that power
points may be spent on while using this ability.
E a c h of these options requires a specific
expenditure of power points; thus
power points spent to heal ability
damage do not also heal hit point
damage.
- Each power point spent heals 1
hit point of damage.
- Every four power points spent
heals 1 point of ability damage.
This use of this ability will not
heal ability drain or ability burn.
- Spending five power points heals all mundane
diseases that are afflicting the Psychic-Storm. It does
not heal any ability damage that was inflicted by the
diseases.
- Spending ten power points heals one supernatural or
magical disease that is afflicting the Psychic-Storm.
Using this option increases the manifesting time of this
ability to 10 minutes.
- Every four power points spent grants a +1 enhancement
bonus to saving throws against poison for 10 minutes.
Mastery of Psionic Nullification (Su): (Requires: Psion
Discipline and Improved Counter-Manifesting) The
Psychic-Storm can nullify the psionic energies of
others with hardly a thought.
You can counter a power from your chosen
Improved Euphoria (Ex): (Requires: Surging Euphoria) discipline using any power from that discipline, so long
The morale bonus that a Psychic-Storm would receive as you spend a number of power points equal to those
while under the effects of the Surging Euphoria class spent to manifest the target power.
feature is increased by +1. They also receive a +1
dodge bonus to Armor Class while under the effects of Mental Reach (Su): The Psychic-Storm can use any
Euphoria.
power with a normal range of touch on any valid target
up to 30 feet away. However,
Table 4-21: Psychic-Storm
delivering the power always
requires a successful ranged
Base
touch attack.
Class Attack Fort Ref Will
Power
This technique can be
Level Bonus Save Save Save Special
Advancement
chosen a second time, which
1st
+0
+0
+0
+2 Perfected Technique Psionic Training increases the range to 60 feet.
2nd
+1
+0
+0
+3 Perfected Technique Psionic Training
3rd
+1
+1
+1
+3 Perfected Technique Psionic Training Mental Shaping (Su): This
technique allows the Psychic4th
+2
+1
+1
+4 Perfected Technique Psionic Training Storm to alter the area of effect
5th
+2
+2
+2
+4 Perfected Technique Psionic Training of powers that use one of the
90
Sansho Hunter ▪ PRESTIGE CLASSES
following shapes: burst, cone, cylinder, emanation, or
spread. Spaces of a minimum dimension of 5-feet-by-5feet may be placed within the area of effect, for example,
to spare an ally or innocent who may otherwise be in
the area of effect. Furthermore, shapeable powers have
a minimum dimension of 5 feet instead of 10 feet.
Psi-Like Ability (Ps): A Psychic-Storm who learns
this technique can use a number of power points to
permanently provide the psionic power needed to use
one of his psionic powers as a psi-like ability that can
be used twice per day. The Psychic-Storm does not use
any components when manifesting the power, although
a power that costs XP to manifest still does so and a
power with a costly material component instead costs
him 10 times that amount in XP.
When you choose this ability, you must select
one power. When you do so you must decide what
manifester level to prepare the ability at; this choice
can range anywhere from the minimum manifester
level to a maximum of your current manifester level.
You permanently lose a number of power points equal
to the chosen manifester level from your normal daily
power point allotment.
When you select this ability you may elect to
permanently expend additional power points to gain
more than two uses each day of the chosen power. If the
power is three or more levels lower than the maximum
power level you know and you expend six additional
power points, then the psi-like ability may be used
four times per day. If the power is six or more levels
lower than the maximum power level you know and
you expend twelve additional power points, then the
psi-like ability may be used six times per day.
You may select this ability more than once;
each additional time it is taken you can apply the ability
to the same power (increasing the number of times per
day it can be used; however, the chosen manifester
level must be the same) or to a different power (gaining
a new psi-like ability, without the above restriction on
keeping the same manifester level).
Psionic Power (Ex): This Psychic-Storm technique
increases your effective manifester level by one (for
the purposes of a power’s duration, all level checks to
defeat Power Resistance and the maximum number of
power points that can be spent on manifesting a power).
This ability may be chosen multiple times (maximum
three times) and its bonuses stack with itself. This
ability does not increase the number of power points
you receive each day or grant any other benefit of an
increased manifester level.
Telepathy (Su): A Psychic-Storm with this technique
gains the ability to speak to any creature within 100
feet who shares a common language. Communication
is entirely voluntary, as individuals may choose to
speak with or ignore a Psychic-Storm as they desire.
The Psychic-Storm may freely attempt communication
with any suitable creature within range. This is a mindaffecting, language-dependent ability.
Sansho Hunter
Ssarthas knelt down, his nostrils flaring and seeking
the scent of the Sansho. It was three weeks past that
the Emperor set upon them the task of hunting down
this last band of these vile, filthy vermin. How they flee
before us, now that we have learned to counter their
more powerful attacks and where to strike them that
hurts the most. Not long now until he was back home
amongst his kind.
The Ssanu fought a brutal series of engagements
against the Sansho, from whom they developed their
ability to manifest psionic powers. Eventually, they
applied these psionic powers to the extermination of
the Sansho.
Since that time, the techniques that were
developed to combat the Sansho have been expanded
to include various other psionically active races that
exist in Arcanis.
Hit Die: d8
Requirements:
To qualify to become a Sansho Hunter, a character
must fulfill all of the following criteria:
Base Attack Bonus: +4
Skills: Knowledge (*) 4 ranks, Survival 4 ranks.
Feats: Track.
Special: Must have a power point reserve of at least 1
power point.
* The specific knowledge skill that is required is
dependent on the chosen creature that this class applies
to; see the Favored Enemy ability below.
Class Skills
The Sansho Hunter’s class skills (and the key ability
for each skill) are Bluff (Cha), Concentration (Con),
Examine Martial Technique (Wis), Knowledge (*)
(Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis),
Spot (Wis), and Survival (Wis).
* The Sansho Hunter gains the knowledge skill used to
meet the requirements of this class as a class skill; see
the Favored Enemy ability for details.
Skill Points per level: 4 + Int. modifier.
Class Features
All of the following are class features of the Sansho
Hunter prestige class.
Weapon and Armor Proficiency: Sansho Hunters are
proficient with all simple and martial weapons and with
all types of armor.
Powers Known: Beginning at 2nd level, a Sansho
Hunter gains additional power points per day and
access to new powers as if she had also gained a level in
whatever manifesting class she belonged to before she
added the prestige class. She does not, however, gain
any other benefit a character of that class would have
gained (bonus feats, metapsionic or item creation feats,
psicrystal special abilities, and so on). This essentially
means that she adds the level of Sansho Hunter to the
level of whatever manifesting class the character has,
then determines power points per day, powers known,
and manifester level accordingly.
91
PRESTIGE CLASSES ▪ Sansho Hunter
If a character had more than one manifesting
class before she became a Sansho Hunter, she must
decide to which class she adds the new
level of Sansho Hunter for the purpose of
determining power points per day, powers
known, and manifester level.
If the character did not belong to a
manifesting class before taking this prestige
class, she does not gain manifesting levels.
Favored Enemy (Ex): When she
enters the class, a Sansho Hunter
formally declares a type of psionic
creature as the enemy she detests
above all others (chosen from
the table below). Due to her
extensive study of her foes and
training in the proper techniques
for combating them, she gains a
+2 bonus on Bluff, Listen, Sense
Motive, Spot, and Survival checks
when using these skills against
her favored enemy.
Likewise, she gets a
+2 bonus on weapon damage rolls
against creatures of this kind. At 4th
level the bonuses increase to +4, at 7th
level to +6, and at 10th level to +8.
Furthermore, the required knowledge skill
to enter this prestige class determines what types of
creatures can be selected as a foe; see the table below.
The associated knowledge skill is also the knowledge
skill that is a class skill for the Sansho Hunter.
become disinclined to do so for 24 hours
thereafter. A creature that fails this save may
take any action it desires except touching
the Sansho Hunter (but does not realize it
is being so affected). This ability is active
even if the Sansho Hunter is unconscious,
stunned, or otherwise helpless.
Lucid Buffer (Ex): At 3rd level, a Sansho
Hunter becomes especially skilled at
resisting mental attacks. She gains
a +4 competence bonus on saving
throws against all compulsions
and mind-affecting effects. This
ability is active even if the Sansho
Hunter is unconscious, stunned,
or otherwise helpless.
Cerebral Blind (Su): After
reaching 6th level, a Sansho
Hunter is protected from all
devices, powers, and spells that
reveal location. This ability
protects against information
gathering by clairsentience
powers or effects that reveal location.
The ability even foils bend reality,
limited wish, miracle, reality revision, and wish when
they are used to gain information about the Sansho
Hunter’s location (however, metafaculty can pierce
this protective barrier). In the case of remote viewing
or scrying that scans an area a Sansho Hunter is in,
the effect works, but the slayer simply isn’t detected.
Remote viewing or scrying attempts that are targeted
Enemy Sense (Su): A Sansho Hunter can sense the specifically at a Sansho Hunter do not work. This
presence of her favored enemy within 60 feet of ability is active as long as the Sansho Hunter is
herself, even if they are hidden by darkness or walls, psionically focused.
but she cannot discern their exact location.
Breach Power Resistance (Su): A Sansho Hunter
Aura of Disregard (Su): At 2nd level, a Sansho Hunter of 8th level or higher can enhance her weapon with
gains a constant defensive ability somewhat similar to psionic might. Each successful melee attack (or ranged
the aversion power. Any creature that attempts to touch attack if the target is within 30 feet) she makes with
(in regards to using a special ability, such as the slime her weapon against a creature with power resistance
attack of an Aboleth) the Sansho Hunter must succeed temporarily reduces its power resistance by 1. Unless
on a Will save (DC 15 + Sansho Hunter’s class level) or the creature is slain, its lost power resistance returns all
Table 4-22: The Sansho Hunter
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
Powers Known
1st
+1
+0
+0
+2 Favored enemy +2, enemy sense —
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
92
+2
+3
+4
+5
+6
+7
+8
+9
+10
+0
+1
+1
+1
+2
+2
+2
+3
+3
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+3
+4
+4
+5
+5
+6
+6
+7
Aura of Disregard
Lucid buffer
Favored enemy +4
—
Cerebral blind
Favored enemy +6
Breach power resistance
Cerebral immunity
Death Attack, favored enemy +8
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
Entropomancer ▪ PRESTIGE CLASSES
Sansho Hunter Favored Enemies
Chosen Psionic Foe 1
Associated Knowledge Skill
Aquatic Aberrations (Aboleth)
Knowledge (Dungeoneering)
Tainted (Brood of Caneturec, Cerebrilith)
Knowledge (Planes)
Magical Beasts (Brain Mole, Enskoral)
Knowledge (Nature)
Humanoids (Ssanu, Val)
Knowledge (Psionics)
Outsiders (Couatl)
Knowledge (Planes)
Entropic Aberrations (Obnu’il, Voiceless Ones)
Knowledge (Dungeoneering)
Terrestrial Aberrations (Il’huan)
Knowledge (Dungeoneering)
Plants (Udoroot)
Knowledge (Nature)
1 The favored enemy bonus applies against all creatures of the selected type; the listed creatures are intended
as examples drawn from within the creatures presented in this book.
at once 12 hours later. This ability is active as long as
the Sansho Hunter is psionically focused.
In Living Arcanis, any PC who is a member
of the Mourners in Silence may take levels in these
prestige classes. If the PC ever abandons the Mourners
Cerebral Immunity (Su): On reaching 9th level,
in Silence, that PC is irrevocably destroyed with no
a Sansho Hunter gains protection from all devices,
recourse or means of returning.
powers, and spells that influence the mind. This ability
shields her against almost all mind-affecting powers
and effects (though the Sansho Hunter can selectively Entropomancer
allow powers or spells to affect her). The ability The essence of entropy is the pure silence of the mind.
even foils bend reality, limited wish, miracle, reality Those who can draw upon this power are merely
revision, and wish when they are used to mentally touching the surface of a greater strength. To truly
influence a Sansho Hunter. This ability is active as long tap into the power of entropy one must surrender your
mind, body and soul to its grasp. Only then, in the
as the Sansho Hunter is psionically focused.
final moments can you come to understand truly what
Death Attack (Ex): Once per day at 10th level, a entropy is.
- Xx’regk, Master of Entropy, Speaker of the
Sansho Hunter gains the ability to kill her chosen foe
outright with a single well-placed attack. The slayer Silence
may use this death attack on any attack (even during
a full attack action), regardless of whether or not her The methods of the Silence are a closely guarded
chosen foe is flat-footed. If the slayer hits and deals secret. Indeed, those who consider surrendering the true
damage with her Death Attack, the victim must make secrets of the Silence are usually dead before they can
an immediate Fortitude save (DC 20 + the Sansho even begin to give voice to them. Those few who are
Hunter’s Wisdom modifier). If the victim fails the led to believe that they have betrayed the Silence are
save, it is killed instantly. If the save is successful, the often being used still as sources of misinformation.
The Entropomancers are afforded a special
victim takes damage from the attack as normal. Treat
this as if struck dead from massive damage. Creatures level of respect within the Mourners of the Silence
immune to critical hits are immune to this effect. The (for those who are aware of their training) and within
slayer must declare that she is using this attack before the wider-spectrum of those creatures that serve the
the attack roll is made. If the slayer misses, the attack interests of the Silence.
Entropomancers must be willing to devote
is used for the day regardless.
If the Sansho Hunter has selected a chosen their entire being to the study and use of entropy, for
foe that is immune to critical hits, then instead, the anything less is usually deadly. For that reason, it is
Sansho Hunter can twice per day declare an attack rare that any individual undertakes this path of study.
to be a Smite Foe attack. The Sansho Hunter gains
her Wisdom modifier as a bonus to attack rolls, and Hit Die: d4
deals double her class level in additional damage on a Requirements:
successful strike. A declared smite attack that misses is To qualify to become an Entropomancer, a character
must fulfill all of the following criteria:
used for the day.
Alignment: Any Non-Lawful.
Skills: Concentration 10 ranks, Knowledge (Psionics)
Tools of the Silence
10 ranks, Psicraft 10 ranks.
The Silence has many training regimes available to its
Feats: Focused Mind, Improved Power Penetration,
tools. These tools are mysterious, secretive, and largely
Power Penetration.
unknown to most people on Onara. However, those that
Special: Manifester Level 10; Ability to manifest
the Silence holds in esteem are often invited to undergo
preternatural psionics; Ability to manifest the entropy
the training - training that often results in the death of
burst power.
the trainee - for like all matters involving the Silence,
the training is as deadly as war.
93
PRESTIGE CLASSES ▪ Keeper of Silent Lore
Class Skills
The Entropomancer’s class skills (and the key
ability for each skill) are Autohypnosis (Wis), Craft
(Int), Concentration (Con), Knowledge (All, taken
individually), Profession (Wis), and Psicraft (Int).
Skill Points per level: 2 + Int. modifier.
need to expend an additional focus. The reverse does
not hold true as applying the Entropy Melding ability
to a power does not automatically confer the benefits of
the Greater Power Penetration feat.
Keeper of Silent Lore
Inked across his forehead and skull were archaic runes
Class Features
that flowed down his neck into presumably the rest
All of the following are class features of the of his body, although that was cloaked in thick, black
Entropomancer prestige class.
robes. Behind him, at a respectful distance, stood a
company of retainers and companions all waiting for
Weapon and Armor Proficiency: An Entropomancer him to decide on their path. The ruined city before
gains no additional armor or weapon proficiencies.
them was obviously built by the First Imperium of
Man; the markings on the few, still-standing walls
Manifesting: At each level, the Entropomancer gains making that much clear. However, the majority of the
additional psionic manifesting abilities. These increases buildings and structures were as destroyed as the world
to manifester level must be applied to whichever they had found them upon. Slowly, they moved their
manifesting class allowed the Entropomancer to way into the city, when the keeper paused, eyes wide
qualify for this prestige class. These extra levels do not with surprise. Pointing at his feet, the retainers started
influence any class features, save powers known, and to dig towards the surviving vault of this ancient city.
the determination of power points each day.
- Except from Tandraleth’s Journal, 876 I.C.,
Plane #73-5
Entropy Melding (Ex): Any time an Entropomancer
is manifesting a psionic power that does hit point
The annals of the Silence contain countless
damage, she may expend her psionic focus to convert millennia of knowledge, all carefully stored and
50% of the inflicted damage into entropy damage. preserved. However, this knowledge, like any other
Using this ability gives the psionic power the Entropy repository, must continually grow and be checked to
subtype, and it may not be used on powers that already ensure that it remains complete and accurate. The first
have the Entropy subtype.
keepers of silent lore were ancient beings, drawn from
This ability does not increase the amount of the ranks of the oldest Voiceless Ones. These creatures
damage done; it simply changes the damage type for developed the rituals and rites necessary to encapsulate
50% of the damage. If the base damage is odd, then the knowledge into a living creature and preserve it for the
portion of damage that is converted to entropy damage ages. However, over the ages, the Voiceless Ones have
is rounded down.
also taken to teaching these techniques to the “lesser
races” that serve them.
Entropy Focus (Ex): All powers that an Entropomancer
Some of the keepers that were trained amongst
manifests that have the Entropy subtype receive a +1 the lesser races have been known to be abducted by foes
bonus to their save DC (if the power has no save, then of the Silence or have simply defected on their own. It
this portion of the ability has no effect). Additionally, is rumored that some groups, such as the Sanctorum of
for the purposes of penetrating power resistance when the Arcane, have managed to preserve a line of keepers,
using such powers, the Entropomancer receives a +1 hoping to extract and use the gained knowledge. There
bonus on manifester level checks.
are also concerns that the knowledge these escaped or
These bonuses stack with all other bonuses captured keepers may hold is tainted; the possibility
granted to save DCs and manifester level for penetration that these keepers are purposeful plants troubles many
power resistance (such as those from the Power people who know of them.
Penetration feat and the Psionic Endowment feat).
The tattoos that cover the Keeper of Silent
Lore are more than ritualistic markings, as they appear
Entropy Explosion (Ex): Any time the Entropomancer to most folk; they are encoded knowledge that can be
uses the Greater Power Penetration feat while retrieved by the keeper and others with his training. As
manifesting a power, that power is automatically a keeper gains more knowledge, he gains more tattoos
affected by the Entropy Melding ability without the until his body becomes covered with the tattoos that
mark him as a keeper, and that
Table 4-23: The Entropomancer
reflect the amassed knowledge
Base
he holds.
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
Manifesting
1st
+0
+0
+0
+0 Entropy Melding +1 manifester level
2nd
+1
+0
+0
+0 —
+1 manifester level
3rd
+1
+1
+1
+1 Entropy Focus
+1 manifester level
4th
+2
+1
+1
+1 —
+1 manifester level
5th
+2
+1
+1
+1 Entropy Explosion +1 manifester level
94
Keeper of Silent Lore ▪ PRESTIGE CLASSES
Hit Die: d4
Requirements:
To qualify to become a Keeper of Silent Lore, a
character must fulfill all of the following criteria:
Alignment: Any Non-Lawful.
Skills: Craft (Tattoo) 4 ranks, Knowledge (History) 6
ranks, Knowledge (The Planes) 6 ranks.
Feats: Lesser Craft Fetish 1 or Scribe Tattoo.
Special: Able to cast comprehend languages and read
magic; or able to manifest discern written intent.
1 This can be found in the Magic of Arcanis
sourcebook.
Class Skills
The Keeper of Silent Lore’s class skills (and the
key ability for each skill) are Autohypnosis (Wis)*,
Craft (Int), Concentration (Con), Decipher Script
(Int), Diplomacy (Cha), Gather Information (Cha),
Knowledge (All, taken individually), Psicraft (Int)*,
Speak Language (-), and Spellcraft (Int)*.
* The Keeper gains Autohypnosis and Psicraft as class
skills if he used the discern written intent power to
qualify for this class; otherwise he gains Spellcraft as a
class skill. See Manifesting & Spellcasting below under
class features for details.
Skill Points per level: 2 + Int. modifier.
Class Features
All of the following are class features of the Keeper of
Silent Lore prestige class.
Regardless of the choice made, at each
level indicated, the keeper gains a +1 increase to his
manifester or caster level. This increase affects spells
per day (or power points each day), the duration, and
effects of spells and powers. The keeper also learns
new spells or powers (as appropriate to his choice)
as determined by the class the manifester or caster
level is being applied to. This increase also affects the
maximum number of power points spent manifesting
a power, if the manifesting level increase was chosen
above.
If the keeper has multiple classes to which
he could apply his chosen increases to, then he may
choose each time he gains a manifester or caster level
increase which class to apply the benefits to. For
example, Tandraleth has levels as a Psion 5, Wizard
3, Psychic Warrior 4 when he takes his first level in
Keeper of Silent Lore. He chooses to apply all of his
manifester/caster level increases to manifester classes.
However, because he has two different manifesting
classes he may choose each time he gains a level that
grants a manifester level increase which of the two
classes to apply that level to. He cannot however,
choose to apply some increases to his wizard class,
and others to his psion or psychic warrior classes. If he
wanted to apply the increases to his wizard class then
he would be unable to apply any increases to his psion
or psychic warrior classes.
This ability does not grant any of the other
features of the classes to which it is applied; for
example, it does not grant bonus feats that levels in
other classes might provide.
Weapon and Armor Proficiency: A Keeper of
Silent Lore gains no additional armor or weapon
proficiencies.
Knowledge Focus (Ex): At each level, the Keeper of
Silent Lore gains two extra skill points. One of these
Manifesting & Spellcasting: When the Keeper of must be spent on the Knowledge (History) skill; the
Silent Lore gains his first class level he must decide other may be spent on any other knowledge skill or
between psionic manifesting and arcane or divine the speak language skill. However, every second time
casting. Once made this choice cannot be changed and the Keeper of Silent Lore gains the ability to learn
determines to which class the increases to manifester/ new spells or powers (see above) due to a manifester
caster level are applied.
level or caster level increase, one of the learned spells
This choice also impacts which class skills or powers must be either a Clairsentience power or a
the keeper has; choosing psionic manifesting makes Divination spell.
Autohypnosis and Psicraft class skills, while choosing
either type of casting makes Spellcraft a class skill.
Table 4-24: The Keeper of Silent Lore
Class
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base
Attack Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Knowledge Focus, Silent Lore
Knowledge Marking
Keeper Marking
Knowledge Marking
Growth of Mind
Knowledge Marking
Mystical Markings
Knowledge Marking
Growth of Mind
Mystical Markings
Manifesting / Spellcasting
—
+1 manifester/caster level
+1 manifester/caster level
+1 manifester/caster level
—
+1 manifester/caster level
+1 manifester/caster level
+1 manifester/caster level
—
+1 manifester/caster level
95
PRESTIGE CLASSES ▪ Warrior of the Silence
Silent Lore (Ex): A Keeper of Silent Lore knows a
vast collection of information and lore. Thus, a keeper
gains a lore ability, like the bardic knowledge ability
of a bard. The keeper’s lore check is equal to his class
level plus his Intelligence modifier with an additional
+2 synergy bonus from having more than five ranks in
Knowledge (History). The keeper may not take 10 or
20 on this check, because there is no direct ability to
accurately recall information; it is randomly recalled.
The DCs for this ability are the same as those used for
the Bardic Knowledge ability of a bard.
If the Keeper has the bardic knowledge ability
or the lore ability of a Loremaster, then he may instead
apply his keeper class level as a bonus to his bardic
knowledge or lore checks instead of gaining the above
ability; this choice must be made when this ability is
first gained and cannot be changed once decided.
Knowledge Marking (Su): The tattoos of the Keeper
of Silent Lore are not simply markings, they are
repositories of knowledge. At 2nd level, some of that
knowledge starts to influence the keeper’s thoughts
and thinking. The keeper selects one knowledge skill to
which he receives a +2 bonus on all checks.
At 4th, 6th, and 8th levels the keeper may either
increase an existing bonus from this skill by +1, or
choose another knowledge skill, to which he receives a
+2 bonus on all checks.
Warrior of the Silence
The invaders had no chance. Little did they realize
that our cities are protected by specially trained
warriors. No sooner had their feeble assault started
when the beacons arose through the murk, summoning
everyone to the defense. The warriors on duty when the
attack started were sheathed in massive suits of armor,
wielding heavy weapons. They calmly stood and waited
for the invaders to reach them before wading into
combat, destroying the invaders around them.
- Except from Tandraleth’s Journal, -1022
I.C. (inferred), Il’Gran Plane
The first warriors of the silence were drawn from
amongst the innumerable ranks of the Voiceless Ones
who guarded their earliest citadels and cities. The
history of this order of warriors stretches back into the
true depths of the past, and the techniques remain as
they have been for millennia.
The current ranks of this order are drawn
from amongst the most loyal and promising members
of the Mourners in Silence, various well-trained
representatives of the servants races of the Silence, and
from amongst the most militarily-minded Voiceless
Ones. These individuals undergo strenuous training,
both physical and mental, to prepare them as both
shock-troops and as steadfast guards.
Hit Die: d10.
Requirements
To qualify to become a Warrior of the Silence, a
character must fulfill all of the following criteria.
Alignment: Lawful.
Base Attack Bonus: +8
Feats: Alertness, Armor Proficiency (Heavy) 1, Weapon
Focus (any martial).
Special: Must have a psionic power point reserve.
Growth of Mind (Ex): As the secret lore continues 1 Any character who has class levels in a class that grants
to infuse the intellect of the Keeper of Silent Lore, his proficiency in heavy armor meets this requirement;
mind must expand or become unable to learn more. taking the feat also meets the requirement.
Thus, at 5th and 9th levels, the Keeper of Silent Lore
gains a +1 bonus to Intelligence and Wisdom. These Class Skills
two bonuses stack with each other (and other bonuses, The Warrior of the Silence’s class skills (and the key
due to being unnamed).
ability for each skill) are Climb (Str), Craft (any) (Int),
Examine Martial Technique (Wis), Intimidate (Cha),
Mystical Markings (Su): The tattoos that cover the Jump (Str), Knowledge (Psionics) (Int), Knowledge
Keeper of Silent Lore contain more than just knowledge; (Warfare and Tactics) (Int), Listen (Wis), Profession
they contain the secrets needed to understand techniques (any) (Wis), Psicraft (Int), Spot (Wis), and Swim (Str).
and other mystic secrets. At 7th and 10th level, the Skill Points at Each Level: 2 + Int modifier.
keeper may select any one channeling 1, metamagic,
metapsionic, or psionic feat for which he meets the Class Features
prerequisite; the keeper gains the chosen feat as a bonus All of the following are Class Features of the Warrior
feat. The keeper may take feats at a later time for which of the Silence prestige class.
the chosen feat is a prerequisite; however, if this ability
is suppressed then the bonus feats are lost, denying Weapon and Armor Proficiency: A Warrior of the
access to any feats that use them as prerequisites.
Silence gains proficiency in all light, medium, and heavy
1 Channeling feats are described in the Player’s Guide
armor, and all shields including tower shields. He also
to Arcanis and Magic of Arcanis.
gains proficiency in all simple and martial weapons.
Keeper Marking (Ex): A Keeper of Silent Lore who
reaches 3rd level has a deep enough understanding
of how the keeper’s lore is stored, and how to create
the needed tattoos, to be able to mark new keepers.
Creating the tattoos on a new keeper requires one
day, costs 500 gp in inks, and requires a DC 25 Craft
(Tattoo) check.
Silent Beacon (Su): When a Warrior of the Silence is in
need of other Warriors, they manifest the preternatural
psionic beacon of their order. The beacon is a fine line
96
Warrior of the Silence ▪ PRESTIGE CLASSES
of virulent yellow light which rises directly overhead
to a height of 500 feet (through all obstructions, save
those that block preternatural psionic effects, such as a
null psionics field).
All other Warriors of the Silence recognize
the beacon instantly, as do all Voiceless Ones. Other
servants of the Silence may or may not notice or
understand the purpose of the beacon, depending on
their personal knowledge.
As a visible beacon, it is intended to serve
as a warning to foes and as a reminder to servants
of the Silence that the order of guardian warriors is
functioning. It is also possible for other Warriors of
the Silence to “notice” the beacon, even if it is not
within sight. The chance of them noticing the beacon
under such circumstances is 10% per class level of the
Warrior of the Silence who created the beacon.
Manifesting the beacon is a preternatural
psionic effect that requires a standard action. It does not
have a power point cost.
Shot, Psionic Shot, Psionic Weapon, Rapid Shot,
Shot on the Run, Two-Weapon Defense, Two-Weapon
Fighting, Weapon Focus, and Weapon Specialization.
Entropic Blast (Ps): A Warrior of the Silence of at
least 3rd level has learned how to gather the mental
energies at his command and expel them to form a blast
of entropic energy that harms his foes.
Once per day, as a standard action, the Warrior
of the Silence may expend his psionic focus and onehalf his psionic power points (round down; maximum
60) to create a 20-foot radius blast at any distance of
up to 100 feet + 10 feet / class level. This blast deals
5d6 plus one point of entropic damage per power point
expended. Creatures within the area of effect receive a
Reflex save for half damage with a DC of 12 + ½ the
Warrior of Silence’s class level (round down) + the
Warrior of the Silence’s Charisma modifier.
Treat this ability as a preternatural psionic
power of a level equal to half of the Warrior of the
Silence’s class level from the metacreativity discipline.
Warrior Training (Ex): Levels in Warrior of the The manifester level for this effect is equal to double
Silence are treated as Fighter levels for meeting the the Warrior of Silence’s class level.
prerequisites of feats. Similarly, levels in Warrior of
the Silence stack with Fighter levels to determine Psionic Smite (Su): At 3rd level, the Warrior of
prerequisites. Thus, a Fighter 8, Warrior of the Silence 4 the Silence gains the ability to drive their hatred of
would qualify to take the Greater Weapon Specialization outsiders and foes of the Silence directly into their
feat, despite only having eight actual levels of Fighter. weapon blows. Once per day, the Warrior of the Silence
may declare an attack to be a smite attack (as a free
Psionic Talent (Ex): At first level, a Warrior of the action), and immediately expend 2 power points. This
Silence gains the Psionic Talent feat as a bonus feat.
attack receives a +4 bonus to the attack roll and a bonus
to damage equal to the Warrior of Silence’s class level.
Valor of the Kin (Ex): Warriors of the Silence are
At levels 6 and 9, the Warrior of the Silence
respected amongst the followers of the Silence, and gains an additional use per day of this ability.
are secure in their place and role within the Silence.
Starting at 2nd level, a Warrior of the Silence may add Commanding Presence (Ex): A Warrior of the Silence
half his class level (round down) as a morale bonus to carries about them an aura of power, respect, and
all saving throws made to resist mind-affecting spells, superiority. This aura manifests itself at 4th level as a +1
powers, and effects.
morale bonus to Charisma; the aura increases to +2 at
7th level, and reaches a maximum of +4 at 10th level.
Weapon Feat (Ex): The strong physical training of
the Warrior of the Silence grants them a bonus feat Greater Valor (Ex): At 6th level, a Warrior of the
at 2nd, 5th, and 8th levels. The Warrior of the Silence Silence has bravery unmatched. Fear of anything but
may select at each of these opportunities one of the abandoning his order is meaningless to the Warrior of
following feats for which he meets the prerequisites: the Silence. The Warrior of the Silence gains immunity
Deep Impact, Exotic Weapon Proficiency, Far Shot, to all fear effects.
Fell Shot, Point Blank Shot, Power Attack, Precise
Table 4-25: Warrior of the Silence
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base
Attack Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Silent Beacon, Warrior Training, Psionic Talent
Valor of the Kin, Weapon Feat
Entropic Blast, Psionic Smite (1/day)
Commanding Presence (+1)
Weapon Feat
Greater Valor, Psionic Smite (2/day)
Commanding Presence (+2)
Weapon Feat
Psionic Smite (3/day)
Commanding Presence (+4)
97
PRESTIGE CLASSES ▪ Master of Flesh
Lore of the Voiceless Ones
Class Features
The ancient, terrible, and powerful Voiceless Ones have All of the following are Class Features of the Master of
Flesh prestige class.
many forms of training that are specific to their race.
Weapon and Armor Proficiency: A Master of Flesh
The flesh of the creature moved and yielded under his gains no additional weapon or armor proficiency.
touch as so much clay would under the lightest touch
of the potter. The flesh of the finished creature was Powers Known: At every level indicated on the table,
colored with inks and scars, forming psionic seals upon the character gains additional power points per day and
its flesh; binding the creature to service. What was access to new powers as if she had also gained a level
in whatever manifesting class she belonged to before
once a man was now something less, but also more.
she added the prestige class. She does not, however,
Most folk on Onara who are learned associate flesh- gain any other benefit a character of that class would
crafting and bio-technology with the Ssethregoran have gained (bonus feats, metapsionic or item creation
Empire; however, the Voiceless Ones are similarly feats, psicrystal special abilities, and so on). This
well-versed in the practice. The epitome of their craft essentially means that she adds the level of Master of
is the Master of Flesh, a powerful psionic crafter Flesh (excluding the first, fourth, seventh, and tenth
who is capable of molding flesh into new shapes and levels) to the level of whatever manifesting class the
functions. The fleshcraft of the Voiceless Ones even character has, then determines power points per day,
extends to the creation of living armor and the ability powers known, and manifester level accordingly.
If a character had more than one manifesting
to transfer the mind from one body to another.
class
before
she became a Master of Flesh, she must
A Master of Flesh requires significant amounts
decide
to
which
class she adds the new level of Master
of space to perform his research and work. Typically
of
Flesh
for
the
purpose of determining power points
they will need a laboratory and workshop of at least
per
day,
powers
known,
and manifester level.
1,000 square feet; however, more is optimal.
Master of Flesh
Scribe of Flesh (Ex): The Master of Flesh learns first
how to bind psionic energies into the flesh of creatures.
Furthermore, this training allows him to bind more
potent energies into flesh that others can.
Once per week, when the Master of Flesh is
using the Scribe Tattoo feat, he may make a psionic
tattoo of any power of up to 4th level. Furthermore,
a Master of Flesh may scribe more than one tattoo
each day, so long as the total cost of doing so does not
exceed 1,000 gp.
At 4th level, the Master of Flesh may scribe
psionic tattoos with powers of up to 6th level; tattoos
that he scribes that cost more than 1,000 gp require one
day for each 1,000 gp of the cost of the tattoo. He may
Class Skills
such tattoos each week.
The Master of Flesh’s class skills (and the key ability also create two
th level, the Master of Flesh may scribe
At
7
for each skill) are Appraise (Int), Concentration (Con),
th
Craft (any) (Int), Heal (Wis), Knowledge (All, taken psionic tattoos with powers of up to 8 level; he may
now create three such tattoos each week.
individually) (Int), and Psicraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Hit Die: d6.
Requirements
To qualify to become a Master of Flesh, a character
must fulfill all of the following criteria.
Race: Voiceless One.
Feats: Craft Universal Item, Scribe Tattoo.
Skills: Craft (Flesh) 14 ranks, Knowledge (Science) 14
ranks, Psicraft 7 ranks.
Manifesting: Able to manifest at least one metacreativity
power and one psychometabolism power.
Special: Must have access to an Artisan’s Workshop of
at least 1,000 square feet.
Table 4-26: Master of Flesh
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
98
Base
Fort
Attack Bonus Save
+0
+0
+1
+0
+1
+1
+2
+1
+2
+1
+3
+2
+3
+2
+4
+2
+4
+3
+5
+3
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Scribe of Flesh (4th level; 1/week)
Secrets of Flesh
Self-Craft
Scribe of Flesh (6th level; 2/week)
Deep Secrets of Flesh
Self-Craft
Scribe of Flesh (8th level; 3/week)
True Secrets of Flesh
Self-Craft
Mastery of Flesh
Powers Known
—
+1 manifester level
+1 manifester level
—
+1 manifester level
+1 manifester level
—
+1 manifester level
+1 manifester level
—
Mind Eater ▪ PRESTIGE CLASSES
Secrets of Flesh (Ex): With a greater understanding Mind Eater
of the properties of flesh and how to manipulate it, In the hidden cities of the Voiceless Ones are various
a Master of Flesh of at least 2nd level receives a +4 pools and grottos that are inhabited by sages, savants,
insight bonus to Craft (Flesh) checks.
and the mind eaters. It is the latter that are most often
avoided, for they grow fat and strange from the sheer
Self-Craft (Su): The Master of Flesh learns how to quantity of brains that they consume to obtain their
use powerful psionic seals to fortify a corporeal form. powers.
Indeed, most Masters elect to apply these seals to their
When necessary, such as when a new race
own bodies.
of creature is discovered, or a particularly important
At 3rd level, the Master of Flesh may make a trail of information is lost, a Voiceless One will go
DC 30 Craft (Flesh) check to inscribe his body with in supplication to a Mind Eater. There it will have to
one of the three seals. Each of the three seals grants a pay a tribute of fresh brains and bring the brain of
different physical ability score a +2 bonus.
the new creature, or the creature that may have the
Again at 6th and 9th levels, the Master of the needed knowledge. The Mind Eater can deliver what
Flesh may make another Craft (Flesh) check, increasing information can be gleaned from the consumed brain.
the DC by 5 each time. Each check that they succeed
on allows them to create one of the remaining seals to While most Voiceless Ones will consume the occasional
place on his body.
brain, either for its knowledge, stored potential, or as a
These checks may be retried, but only upon delicacy; there are those Voiceless Ones for whom the
gaining a new level. The bonus granted by the seals is consumption of brains becomes a way of life. These
an insight bonus.
latter are the Mind Eaters.
While the typical Mind Eater hungers for
Deep Secrets of Flesh (Ex): As a Master of Flesh brain matter to consume, this consumption does not
learns more, increasing his understanding of how the come without its benefits. A Mind Eater’s true strength
physical form functions, he also learns secrets that link comes from learning how to extract more than just the
psionics to his craftwork.
residual power and knowledge of the consumed.
When crafting psionic items that require the
It is rare for a Voiceless One that does not
use of flesh as a component or a canvas, his creation have levels in psion to take levels in the Mind Eater
cost is reduced by 25%.
class, but it is also known that the occasional Wilder
undergoes the necessary training.
True Secrets of Flesh (Ex): At 8th level, the Master
of Flesh’s understanding of the medium is complete. Hit Die: d6.
The reduction granted by the Deep Secrets of Flesh is Requirements
increased to 50%.
To qualify to become a Mind Eater, a character must
fulfill all of the following criteria.
Mastery of Flesh (Ex): A Master of Flesh who attains Race: Voiceless One.
the pinnacle of his art can choose to define himself and Feats: Food for Thought, Taste for Knowledge.
change his body to suit his whims and desires.
Skills: Knowledge (Psionics) 15 ranks, Psicraft 15
The Master of Flesh’s creature type changes ranks.
to Outsider; do not recalculate base attack bonus, hit Manifesting: Able to manifest clairsentience powers
points, and saving throws. The Master of Flesh gains the of at least 6th level.
Native subtype when on his home plane. He also gains Special: Must have consumed no fewer than 250
the Entropic subtype (if he does not already have it). brains.
He does not gain the augmented subtype. Furthermore,
the Master of Flesh is no longer considered to be a Class Skills
member of his original race; all effects that specifically The Mind Eater’s class skills (and the key ability for
affect creatures of that type do not affect the Master of each skill) are Appraise (Int), Concentration (Con),
Flesh unless they also affect creatures of other races Craft (Int), Knowledge (All, taken individually) (Int),
similarly.
and Psicraft (Int).
The Master of Flesh may, when he gains Skill Points at Each Level: 2 + Int modifier.
this ability, select a number of skills equal to his
Intelligence modifier; he gains a +4 insight bonus to Class Features
the selected skills. The skills that are selected must All of the following are Class Features of the Mind
be Strength-, Dexterity-, or Constitution-based. If the Eater prestige class.
selected skill is trained only, then the Master of Flesh
must still have at least one rank in the chosen skill to Weapon and Armor Proficiency: A Mind Eater gains
use it; however, such a skill (trained or not) is still a no additional weapon or armor proficiency.
valid selection for this ability. Once chosen, these skills
cannot be changed.
Powers Known: At every level indicated on the table,
the character gains additional power points per day and
access to new powers as if she had also gained a level
in whatever manifesting class she belonged to before
99
PRESTIGE CLASSES ▪ Mind Eater
she added the prestige class. She does not, however,
gain any other benefit a character of that class would
have gained (bonus feats, metapsionic or item creation
feats, psicrystal special abilities, and so on). This
essentially means that she adds the level of Mind Eater
(excluding the third, sixth, and ninth levels) to the level
of whatever manifesting class the character has, then
determines power points per day, powers known, and
manifester level accordingly.
If a character had more than one manifesting
class before she became a Mind Eater, she must decide
to which class she adds the new level of Mind Eater
for the purpose of determining power points per day,
powers known, and manifester level.
Divination of the Mind (Su): Anytime a Mind Eater
consumes a brain, they can use the power it contains to
enhance their ability to foresee the future.
The Mind Eater receives an enhancement
bonus to manifester level equal to the Intelligence
bonus of the consumed mind. This bonus only applies
when manifesting clairsentience powers, and may not
exceed the Mind Eater’s class level. The bonus lasts for
one hour.
Multiple uses of this ability do not stack; track
each bonus individually as well as their durations.
The highest applied bonus at any given time is used,
reverting to lesser bonuses as they expire.
Consumption of Memory (Su): Starting at 3rd level,
the Mind Eater can consume and retain the memories
from the brains that he eats. He can only retain the
memories of one creature per class level, and he, like
the creature whose brain he consumed, cannot always
recall things from those memories.
To recall anything from the memories, the
Mind Eater makes a recall roll (1d20 plus class level
plus Intelligence modifier). The Mind Eater may not
“take 10” or “take 20” on this check, and no retry is
allowed within a 24 hour period. Making a recall roll is
a full-round action.
The following entries detail the various
suggested DCs for potential memories that are
recalled.
DC 10 – Routine Activities: Memories of
things that the victim would have seen on a regular or
highly frequent basis. This includes close family, the
work place, places of worship, and so forth.
DC 15 – Common Knowledge: Commonlyknown information that could be easily attained from
similar victims by asking. Facts such as the general
layout of the home town of the victim, the general
distance and direction to nearby major towns and cities,
who the local authority figures are, and widely known
rumors and gossip.
DC 20 – Intimate Knowledge: Secrets and
other relatively obscure knowledge that would require
effort to discover. This might include things like secret
hiding areas, passwords, and obscure knowledge such
as family trees for the nobility, the location of small
hamlets, and such matters.
DC 25 – Obscure Knowledge: Obscure or
lost knowledge that would require significant effort to
uncover. Things such as an old password, only heard
once, or the taxation rate of an ancient kingdom would
be covered by this level.
Eating Talent: A Mind Eater can develop several
unusual talents when it comes to the consumption of
brains. At 5th, 7th and 9th levels the Mind Eater selects
one ability from the list below; no ability can be taken
more than once and once an ability is chosen it cannot
be changed.
Choice Manifestation (Ex): For one hour after you
consume the mind of a creature, you receive one-third
your class level (round down) as a competence bonus
to the DC of all powers you manifest against creatures
of the same race as that which you consumed.
Dead Eyes (Ex): If you consume a brain that is less
than 5 minutes old, then you can extract and piece
together a coherent image in your mind of the last
minutes of the creature’s life. You can see a complete
picture, based on what the creature saw and heard, of
the creature’s last minutes; the total duration of this
image is 20 minutes per class level.
Improved Food for Thought (Ex): When using the Food
for Thought feat, you gain 20% more power points than
normal (round down, minimum 1 extra).
Table 4-27: The Mind Eater
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
100
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Divination of the Mind
Consumption of Memory
Eating Talent
Eating Talent
Eating Talent
Consumption of Life
Powers Known
+1 manifester level
+1 manifester level
—
+1 manifester level
+1 manifester level
—
+1 manifester level
+1 manifester level
—
+1 manifester level
Skull Collector ▪ PRESTIGE CLASSES
Taste of Expertise (Ex): For 5 minutes per class level
after you consume a brain, you gain your Intelligence
modifier as a Dodge bonus to Armor Class against
attacks made by creatures of the same race. As
a Dodge bonus, this bonus applies to touch
attacks, but is lost if the Mind Eater is denied
his Dexterity bonus to Armor
Class.
Thoughtful Critical (Ex): For 10
minutes after eating a brain, your
critical threat range on attacks made
against creatures of the same race is
increased by 1. This increase is
applied after all other modifiers
to critical range; it applies to
all attacks that the Mind Eater
makes against creatures of the
same race.
Skull Collectors are usually
rangers, druids, or other
solitary Voiceless Ones who
are drawn to the collecting of
trophies. It is unusual for a Skull
Collector to seek out training from
another of its kind, since there is little
to teach, beyond raw instinct.
Hit Die: d10.
Requirements
To qualify to become a Skull Collector, a
character must fulfill all of the following
criteria.
Race: Voiceless One.
Base Attack Bonus: +10
Feats: Alertness, Track.
Skills: Listen 10 ranks, Spot 10 ranks,
Survival 6 ranks.
Special: Must have killed, consumed the
Consumption of Life (Ex): At
brains of, and collected the skulls of six
10th level, the Mind Eater has
sentient creatures. The slain creatures must
learned the ultimate secret -- the
have all been of at least the equivalent power
ability to consume the soul and mind
level to the player at the time they were slain
of a creature and in doing so, extend
(their Challenge Rating must have matched or
their own life.
If the Mind Eater consumes the mind of a creature exceeded the player’s own Challenge Rating).
within 1 round of its death, it adds a number of years to
its lifespan equal to the creature’s Intelligence modifier Class Skills
The Skull Collector’s class skills (and the key ability
(minimum 1 year gained).
Extending its life in this manner does not for each skill) are Appraise (Int), Balance (Dex),
remove or prevent the gaining of aging penalties. Those Climb (Str), Gather Information (Cha), Hide (Dex),
Jump (Str), Knowledge (Geography) (Int), Knowledge
still continue to accrue.
A brain that is consumed in this fashion also (Local) (Int), Knowledge (Nature) (Int), Listen (Wis),
irrevocably destroys the dead creature’s soul. Such Move Silently (Dex), Search (Int), Spot (Wis), Survival
a slain creature can only be returned to life using (Wis), Use Psionic Device (Cha), and Use Rope
extremely powerful magic, such as the reality revision (Dex).
Skill Points at Each Level: 4 + Int modifier.
power.
Class Features
It entered the city with a sure pace and stern, alien All of the following are Class Features of the Skull
eyes. It walked with a proud step, knowing that none Collector prestige class.
here would stand against its presence — regardless of
its ethics, so opposed to the laws of the city. It carried Weapon and Armor Proficiency: A Skull Collector
with it the skulls of its slain foes, strung about its person gains no additional weapon or armor proficiency.
as trophies of its conquests. Its belt was a collection of
human skulls slung about its hips, and even its writhing Intimidating Collection (Ex): A Skull Collector’s
tentacles and fingers bore the adornment of tiny skulls. collection of skulls is frightening to most others.
It was the dark hunter of all who dared stand against A Skull Collector receives a bonus on Intimidation
checks equal to his class level. This bonus only applies
its kind.
when Intimidate is used against the Skull Collector’s
There are those amongst the Voiceless Ones who relish Favored Enemies.
solitude and desire to live their lives alone. These
nd
oddities usually turn to collecting skulls, both as a Favored Enemy (Ex): At 2 level, the Skull Collector
gains
a
Favored
Enemy
that
works exactly as the ranger
means of power, but also a means of protection and fearability
of
the
same
name.
At
6th and 10th level, the Skull
mongering. Most creatures are wary of approaching a
Voiceless One, but even better for them that they never Collector gains one more additional favored enemy.
see one to begin with.
Despite their solitude, a Skull Collector is Collector’s Prestige (Ex): The Skull Collector’s
is growing to an aweafforded a position of honor and respect by others of amassed collection of skulls
rd level, the Skull Collector
inspiring
size.
Starting
at
3
its kind; a sort of macabre recognition of its skills and
gains a +1 bonus to Bluff, Diplomacy, Gather
strengths.
Information, Intimidate, and Sense Motive checks
Skull Collector
101
PRESTIGE CLASSES ▪ Skull Collector
Table 4-28: The Skull Collector
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st
+1
+2 +2 +0 Intimidating
Collection
2nd +2
+3 +3 +0 Favored Enemy
3rd +3
+3 +3 +1 Collector’s Prestige
4th
+4
+4 +4 +1 Dark Power (+1)
5th
+5
+4 +4 +1 —
6th
+6
+5 +5 +2 Favored Enemy
7th
+7
+5 +5 +2 Dark Power (+2)
8th
+8
+6 +6 +2 —
9th
+9
+6 +6 +3 —
10th +10
+7 +7 +3 Frightful Presence,
Favored Enemy,
Dark Power (+3)
made against Voiceless Ones. This bonus increases
by +1 every two levels gained thereafter. Finally, the
bonus increases a final time at 10th level, reaching a
maximum of +5.
Every society has their members who dwell within the
darkness and exploit the innate fears that most creatures
have of it. Amongst the Voiceless Ones, those who
exhibit such tendencies undergo training as a Slayer
in Silence. This cadre of warriors excels at using the
darkness, either natural or of their own creation, as a
tool during their combats. They are not mere assassins
as most outside their cadres believe. Rather, they are
elite guards and warriors instead.
Every Slayer in Silence is a member of an
organization within the Voiceless One’s society known
as the Thread of Shadows. This organization is often
tasked with removing undesirables, whether from
within their society or individuals outside their society
that are becoming troublesome. Little, if anything, is
known of this society to any individual outside the
Voiceless Ones themselves, and even amongst the
Voiceless Ones little enough is known.
Hit Die: d6.
Requirements
To qualify to become a Slayer in Silence, a character
must fulfill all of the following criteria.
Race: Voiceless One.
Alignment: Any evil.
Base Attack Bonus: +9
Feats: Improved Levitation.
Skills: Hide 9 ranks, Move Silently 12 ranks.
Special: Must have the ability to cast, manifest, or use
plane shift. Must have sneak attack +2d6.
Dark Power (Su): At 4th level, residual energy from
the brains that the Skull Collector has eaten begins to
strengthen his magical abilities. All psionic abilities
(whether psi-like abilities, manifesting abilities, or
supernatural abilities that are denoted as psionic in
nature) gain a +1 bonus to their Difficulty Class (if
there is a DC for the ability; otherwise there is no
benefit to that ability).
Class Skills
At 7th and again at 10th level, this bonus The Slayer in Silence’s class skills (and the key ability
increases by +1.
for each skill) are Balance (Dex), Bluff (Cha), Climb
(Str), Diplomacy (Cha), Disable Device (Int), Escape
Frightful Presence (Su): A 10th-level Skull Collector Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis),
exudes dark power, and he now gains the Frightful Move Silently (Dex), Pick Lock (Dex), Search (Int),
Presence special attack, as described in Core Rulebook Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use
III. The save DC for this attack is 13 + half the Psionic Device (Cha), and Use Rope (Dex).
Voiceless One’s Hit Dice + Charisma modifier. This is Skill Points at Each Level: 4 + Int modifier.
a preternatural psionic, mind-affecting fear effect. The
benefits of the Dark Power ability are already applied Class Features
to the above saving throw.
All of the following are Class Features of the Slayer in
Silence prestige class.
Slayer in Silence
Talaius val’Virdan shivered in the cold pre-dawn
air. The last watch was always the worst, and as the
youngest he was usually delegated to stand watch then.
His thoughts wandered to thinking of his wife waiting
for him at home. How little she knew of what it was that
he and his brothers sought out here in the Corlathian
Mountains.
Graxx watched from the shadows, laughing
silently at the young fool who stood watch. Still
laughing, Graxx set about to move closer. Today he
would feed upon these foolish men who would dare
to try hunting him. How little they knew of what they
hunted; none who were wise would dare to hunt a
Slayer in Silence; an ordained killer of the Voiceless
Ones.
102
Weapon and Armor Proficiency: A Slayer in Silence
gains proficiency with simple and martial weapons,
except with two-handed weapons. The Slayer in Silence
also gains proficiency with light and medium armor
and shields (excluding tower shields).
Sneak Attack (Ex): Starting at 1st level, the Slayer
in Silence gains the sneak attack ability of the Rogue
class. He gains +1d6 sneak attack damage at 1st level,
increasing by +1d6 for each two levels thereafter,
reaching a maximum of +5d6 at 9th level. This ability
stacks with other sources of sneak attack.
Darkness of Being (Su): An alchemical paste whose
recipe is a closely guarded secret of the Thread of
Silence is applied over a period of several months to
the skin of the Slayer in Silence. This paste renders
Slayer in Silence ▪ PRESTIGE CLASSES
their skin a dark blue-black, and even tints
their eyes a similar color. This, combined
with the natural psionic abilities of a
Voiceless One, grants the Slayer in
Silence a +4 enhancement bonus to
Hide checks and a +2 enhancement
bonus to Move Silently checks.
spell. The DC to resist that part of the
effect is 10 + the Slayer in Silence’s
class level + the Slayer in Silence’s
Charisma modifier.
The slow effect is applied
against all creatures within the deeper
darkness effect. Creatures that later enter
the deeper darkness effect are subject upon
entering to the slow effect.
This ability is a preternatural
psionic effect; the slow portion
of this ability is the only part
affected by the saving throw, and
only a preternaturally psionic haste
effect can counter the slow effect. This
effect ends immediately if the Ally
of Darkness effect is ended.
Ally of Darkness (Su): A Slayer
in Silence who has reached
2nd level gains the ability to
summon darkness to himself.
Once per day, per two class
levels, as a standard action,
the
Slayer in Silence may use this ability
to duplicate the deeper darkness spell.
The duration of this effect is 10 minutes
(unlike the normal duration of the spell).
This ability is a preternatural psionic effect,
Ally of Silence (Su): Starting at 6th level, a
although a [light] spell of sufficient level can still
Slayer in Silence gains the ability to summon
counter the effects of this ability.
a field of silence around himself. Once per day, per two
class levels, as a move action, the Slayer in Silence
Deep Eye (Ex): A Slayer in Silence learns to see may use this ability to duplicate the silence spell. The
with greater acuity through darkness. At 3rd level, the duration of this effect is 10 minutes (unlike the normal
range of any darkvision he has is extended by 30 feet. duration of the spell). This ability is a preternatural
Alternatively, if the Slayer in Silence has no darkvision, psionic effect.
then he gains darkvision with a range of 30 feet.
Regardless of the above situation, the Slayer in Silence Clinging Darkness (Su): At 7th level, the Slayer in
can see through magical, psionic, or preternatural Silence gains an additional use of his Cloying Darkness
darkness effects to a range of 30 feet; beyond that range ability. Furthermore, all the numeric penalties of the
the normal effects take precedence.
slow effect are doubled (the only part of the slow effect
that is not doubled is the reduction in the number of
Shadow Movement (Ex): While a Slayer in Silence attacks an affected creature receives). This effect ends
of 4th level or higher is within an area of shadowy immediately if the Ally of Darkness effect is ended.
illumination, or no illumination at all, and while
levitating, he can move horizontally at half-speed.
Shadow Fingers (Su): An 8th level and higher Slayer
in Silence can, as a one-round action, trigger both a use
Cloying Darkness (Su): Once per day, when a Slayer of Ally of Darkness (possibly combined with Cloying
in Silence of at least 5th level uses his Ally of Darkness Darkness and Clinging Darkness at his desire) and this
ability, the deeper darkness effect is combined with the ability. When that is done, a black tentacles effect is
effects of a slow spell. The latter effects can be resisted created in the center of the Ally of Darkness effect. The
with a successful saving throw, as indicated in the black tentacles only remain for 10 rounds, and disappear
immediately if the Ally of Darkness effect is ended.
Table 4-29: The Slayer in Silence
The one-round action required to use this
Base
ability includes the time spent to activate the Ally of
Attack Fort Ref Will
Darkness ability. At 10th level, a Slayer in Silence may
Level Bonus Save Save Save Special
use this ability twice each day. A Slayer in Silence is
1st
+0
+0
+2
+0 Sneak Attack +1d6,
unaffected by his own Shadow Fingers effects.
2nd
3rd
+1
+2
+0
+1
+3
+3
+0
+1
4th
5th
+3
+3
+1
+1
+4
+4
+1
+1
6th
7th
+4
+5
+2
+2
+5
+5
+2
+2
8th
9th
10th
+6
+6
+7
+2
+3
+3
+6
+6
+7
+2
+3
+3
Darkness of Being
Ally of Darkness
Sneak Attack +2d6,
Deep Eye
Shadow Movement
Sneak Attack +3d6,
Cloying Darkness
Ally of Silence
Sneak Attack +4d6,
Clinging Darkness
Shadow Fingers (1/day)
Sneak Attack +5d6
Shadows Consume,
Shadow Fingers (2/day)
Shadows Consume (Su): The pinnacle of the Thread
of Silence’s craft is the power to allow created shadow
stuff to consume the soul of creatures that are killed.
Any creature whose brain is consumed by
the Slayer in Silence and whose body is consigned to
Shadow Fingers has its soul irrevocably destroyed. It
takes the Shadow Fingers one entire round to devour
the soul, and doing so ends the Shadow Fingers effect.
The body and soul of a creature so consumed
have been destroyed by a powerful preternaturally
psionic effect; a wish or miracle spell is required to be
cast to restore both the body and the soul and in both
cases the spell only has a 50% chance of success.
103
PRESTIGE CLASSES ▪ Thrallherd
Thrallherd
We were going to enter one of the ruined structures,
but Xarga bid us wait while he sent his thralls ahead to
ensure it was safe. Xarga is an unusual one, followed
as he is by dozens of slaves, all beholden to his every
whim.
- Except from Tandraleth’s Journal, 876 I.C.,
Plane #73-5
Amongst the Voiceless Ones are those individuals
whose force of personality is such that they find
themselves natural leaders. Some of these individuals
take this matter further, and use their powers of
persuasion, psionic and non-psionic together, to attract
ever greater numbers of absolutely loyal followers. It is
these latter individuals who become Thrallherds.
Most Thrallherd Voiceless Ones are secretive
leaders of organizations, usually operating from secrecy
and using their thralls as a means of creating change, as
they desire or see the need to do so.
Hit Die: d4.
Requirements
To qualify to become a Thrallherd, a character must
fulfill all of the following criteria.
Race: Voiceless One, or Obnu-il.
Skills: Diplomacy 4 ranks, Knowledge (psionics) 8
ranks.
Feat: Inquisitor.
Psionics: Manifester level 5th and able to manifest
mindlink.
Class Skills
The Thrallherd’s class skills (and the key ability
for each skill) are Autohypnosis (Wis), Bluff
(Cha), Concentration (Con), Craft (any) (Int),
Diplomacy (Cha), Knowledge (psionics),
Psicraft (Int), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int
modifier.
Class Features
All of the following are class features of the
Thrallherd prestige class.
Weapon and Armor Proficiency: Thrallherds
gain no proficiency with any weapon or armor.
Powers Known: At every level from 2nd through
9th, a Thrallherd gains additional power points per
day and access to new powers as if she had also
gained a level in whatever manifesting class
she belonged to before she added the prestige
class. She does not, however, gain any other
benefit a character of that class would have
gained (bonus feats, metapsionic or item
creation feats, psicrystal special abilities, and
so on). This essentially means that she adds
the level of Thrallherd to the level of whatever
manifesting class the character has, and then
determines power points per day, powers known,
and manifester level accordingly.
104
If a character had more than one manifesting
class before she became a Thrallherd, she must decide
to which class she adds the new level of Thrallherd
for the purpose of determining power points per day,
powers known, and manifester level.
Thrallherd (Ex): A Thrallherd who has just entered
the class sends out a subtle psychic call for servants and
that call is answered. Essentially, the character gains
something akin to the Leadership feat, but with some
important differences.
Those who answer a Thrallherd’s call are
not referred to as cohorts and followers, but rather as
thralls and believers, respectively. They do not appear
because they admire the character and want to serve
her, but because a hidden psychic resonance connects
the Thrallherd and her servants.
As with the Leadership feat, a Thrallherd has a
Leadership score that determines the highest-level thrall
and believers she can attract. A Thrallherd’s Leadership
score is equal to her character level + her Cha modifier
+ her Thrallherd level. (Note that her Thrallherd level
is counted twice.) This score is not affected by any of
the modifiers mentioned in the Leadership feat.
As with the Leadership feat, the called thrall’s
level is limited, even if the character’s Leadership score
would indicate a higher-level thrall. Unlike with the
Leadership feat, the level limit of a thrall is equal to the
character’s total level minus 1 (not level minus 2, as is
true for cohorts).
Thrallherd ▪ PRESTIGE CLASSES
A Thrallherd cannot take the Leadership feat;
if the character already has it, the feat is lost and
replaced by this ability; those who were previously
cohorts and followers go their separate ways, and those
who are more mentally pliable show up later to take
up roles as thralls and believers. A Thrallherd’s first
thrall and believers arrive within 24 hours of her entry
into this class; likewise, lost thralls and believers are
replaced within 24 hours.
Use the following table instead of the one
with the Leadership feat to determine the level of a
Thrallherd’s thrall and the number of believers of
various levels a Thrallherd can attract.
Leadership Thrall
Score
Level
1 or lower
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25 or higher
—
1st
2nd
3rd
3rd
4th
5th
5th
6th
7th
7th
8th
9th
10th
10th
11th
12th
12th
13th
14th
15th
15th
16th
17th
17th
-Number of Believers by Level 1st 2nd 3rd 4th 5th 6th
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
5
—
—
—
—
—
6
—
—
—
—
—
8
—
—
—
—
—
10
1
—
—
—
—
15
1
—
—
—
—
20
2
1
—
—
—
25
2
1
—
—
—
30
3
1
1
—
—
35
3
1
1
—
—
40
4
2
1
1
—
50
5
3
2
1
—
60
6
3
2
1
1
75
7
4
2
2
1
90
9
5
3
2
1
110 11
6
3
2
1
135 13
7
4
2
2
Psionic Charm (Ex): At 3rd level, a Thrallherd adds
psionic charm to her powers known (if she doesn’t
already know it). Once per day, she can manifest
psionic charm at a reduced power point cost. The cost
of psionic charm is reduced by the Thrallherd’s level,
to a minimum of 1 power point. The effect of this
power is still restricted by the Thrallherd’s manifester
level.
Psionic Dominate (Ex): At 5th level, a Thrallherd adds
psionic dominate to her powers known (if she doesn’t
already know it). Once per day, she can manifest
psionic dominate at a reduced power point cost. The
cost of psionic dominate is reduced by the Thrallherd’s
level, to a minimum of 1 power point. The effect of this
power is still restricted by the Thrallherd’s manifester
level.
Greater Dominate (Ex): At 7th level and higher, a
Thrallherd does not have to pay 2 additional power
points when she augments psionic dominate to affect
animals, fey, giants, magical beasts, and monstrous
humanoids. This reduced point cost does not increase
the save DC of the power as if she had spent the
additional power points.
Superior Dominate (Ex): At 9th level, a Thrallherd
does not have to pay 4 additional power points when
she augments psionic dominate to affect aberrations,
dragons, elementals, and outsiders (in addition to
the creature types mentioned in the greater dominate
ability). This reduced point cost does not increase the
save DC of the power as if she had spent the additional
power points.
Twofold Master (Ex): At 10th level, a Thrallherd can
add a second thrall to her herd. This second thrall’s
maximum level is equal to the Thrallherd’s level minus
2, even if her Leadership score would indicate a higherlevel thrall.
Table 4-30: The Thrallherd
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base
Attack Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref Will
Save Save Special
+0
+2 Thrallherd
+0
+3 —
+1
+3 Psionic charm
+1
+4 —
+1
+4 Psionic dominate
+2
+5 —
+2
+5 Greater dominate
+2
+6 —
+3
+6 Superior dominate
+3
+7 Twofold master
Powers Known
—
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
—
105
PRESTIGE CLASSES ▪ Vengeful One
Vengeful One
In darkness they traveled; in darkness they were
ready. The divinations spoke of the Ssethregoran
encampments, and none of these foul scaled intruders
would return to see the light of day or their homes. As
they struck, psychic shockwaves drew forth cloying
darkness to surround themselves and their weapons.
The Ssethregorans were trapped, but not entirely
unprepared. Two of the attackers were felled by deadly
poisoned arrows, yet, the Ssethregoran attack withered
beneath the incessant psychic blasts. The attacks
sent the Ssethregorans reeling, their magic countered
and rendered useless by the dreadful psionics of the
attackers; psionic powered by their hatred for these
dark lizards.
The ancient one-time war between the Ssethregorans
and the Voiceless Ones bred a deep and abiding hatred
on both sides. However, while the Ssethregorans may
be long lived, they are not as long lived as the Voiceless
Ones. The fury of the Ssethregorans has dimmed, while
that of the Voiceless Ones has carried on unabated, and
if anything it has been strengthened by the ensuing
millennia.
It is not uncommon for Voiceless Ones to be
specifically recruited to join the ranks of the Vengeful
Ones, and not many join willingly. Indeed, that rebellion
is often a desired trait, for it can be channeled into a
hatred for the Ssethregorans.
Most Vengeful Ones are drawn from the ranks
of psions, wilders or mist wanderers; however, it is not
unknown for particularly driven psychic warriors to
also seek out the training offered to a Vengeful One.
Most Vengeful Ones also have a modicum of training
in the ranger class, but that is not necessary; although
many Vengeful Ones find it to be a useful combination
of skills.
Skills: Psicraft 10 ranks, Spot 10 ranks, Survival 10
ranks.
Manifesting: Able to manifest at least two 2nd level
powers.
Special: Must have fought and destroyed at least three
Ssanu.
Class Skills
The Vengeful One’s class skills (and the key ability
for each skill) are Concentration (Con), Craft (Int),
Hide (Dex), Intimidate (Cha), Knowledge (All, taken
individually) (Int), Listen (Wis), Move Silently (Dex),
Psicraft (Int), Search (Int), Sense Motive (Wis),
Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 3 + Int modifier.
Class Features
All of the following are Class Features of the Vengeful
One prestige class.
Weapon and Armor Proficiency: A Vengeful One
gains proficiency with all simple and martial weapons,
as well as gaining proficiency with light armor, bucklers,
and light shields. A Vengeful One does not lose any
previously gained weapon and armor proficiency.
Powers Known: At every level indicated on the table,
the character gains additional power points per day and
access to new powers as if she had also gained a level
in whatever manifesting class she belonged to before
she added the prestige class. She does not, however,
gain any other benefit a character of that class would
have gained (bonus feats, metapsionic or item creation
feats, psicrystal special abilities, and so on). This
essentially means that she adds the level of Vengeful
One (excluding the 3rd and 8th levels) to the level
of whatever manifesting class the character has, then
determines power points per day, powers known, and
manifester level accordingly.
Hit Die: d6.
If a character had more than one manifesting class
Requirements
To qualify to become a Vengeful One, a character must before she became a Vengeful One, she must decide
to which class she adds the new level of Vengeful One
fulfill all of the following criteria.
for the purpose of determining power points per day,
Race: Voiceless One.
Feats: Alertness, Blind-Fight, Improved Initiative, powers known, and manifester level.
Power Penetration, Track.
Table 4-31: The Vengeful One
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
106
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Favored Enemy (Ssethric)
Poison Resistance (+1)
Improved Penetration, Blindsight (15 ft.)
Power of Hatred, Poison Resistance (+2)
Blindsight (30 ft.)
Poison Resistance (+3)
Smite of Hatred (1/day), Blindsight (45 ft.)
Poison Resistance (+4)
Blindsight (60 ft.)
Poison Immunity, Poison Resistance (+5),
Smite of Hatred (2/day)
Powers Known
+1 manifester level
+1 manifester level
—
+1 manifester level
+1 manifester level
+1 manifester level
+1 manifester level
—
+1 manifester level
+1 manifester level
Vengeful One ▪ PRESTIGE CLASSES
Favored Enemy (Ex): At 1st level, the Vengeful One
gains all Ssethric creatures as a favored enemy. This
ability functions identically to the ranger ability of the
same name, except that it applies to all creatures with
the Ssethric subtype.
Power of Hatred (Ex): Vengeful Ones live for the
annihilation of the Ssethric. A 4th level and higher
Vengeful One receives a +2 bonus to the DC of all
spells, powers, and special abilities that they use
against Ssethric creatures.
If the Vengeful One already has a favored enemy, then
gaining this ability is treated the same as if he had
gained it through the ranger class (thus increasing the
granted bonuses as determined by the Vengeful One).
Smite of Hatred (Su): Starting at 7th level, the
Vengeful One can channel his hatred through his
psionic powers. Once per day, when manifesting a
power that is targeting a Ssethric creature, the Vengeful
One may either raise the DC for the power by 2 (this
bonus stacks with that from Power of Hatred) or may
increase the damage done by the power by +1 per dice
of damage. This latter bonus may only be used on
powers that deal hit point damage.
At 10th level, the Vengeful One may use this ability
twice per day.
This is a preternatural psionic ability. No feat can grant
additional uses of this smite attack.
If the Vengeful One already had Favored Enemy
(Ssethric) then the bonus for that ability is increased
by +3.
Poison Resistance (Ex): Repeated exposure, both
accidental and purposeful, to the powerful toxins of
the Ssethregorans grants the Vengeful One a resistance
to such toxins. This resistance continues to build over
time as the exposure continues.
Poison Immunity (Ex): At 10th level, the Vengeful
At 2nd level, when this ability is gained, the Vengeful One gains immunity to all natural poisons. Supernatural
One receives a +1 bonus to all saves against poisons poisons can affect the Vengeful One, but the damage
(both natural and supernatural). This bonus increases they deal is halved (round up).
by +1 for each two levels to a maximum of +5 at 10th
level.
Improved Penetration (Ex): At 3rd level, the Vengeful
One receives the Improved Power Penetration feat
as a bonus feat.
Blindsight (Ex): Beginning at 3rd level, the
Vengeful One learns to use its senses in ways
that most Voiceless Ones and other creatures
cannot. The Vengeful One gains blindsight with
a range of 15 feet.
Blindsight renders invisibility, darkness,
and most kinds of concealment irrelevant,
though the Vengeful One must still
have line of effect to a creature or
object to discern that creature or
object. The Vengeful One does
not normally have to make
Listen or Spot checks to detect
creatures within the range of its
blindsight ability.
A Vengeful One’s blindsight is
continuously active.
Every two levels beyond 3rd level,
the range of the Vengeful One’s
blindsight increases by 15 feet
to a maximum of 60 feet at 9th
level.
107
POWER LISTS ▪ Mist Wanderer
Chapter Five: Power Lists
An appearing at the end of a power’s name in the Mist Wanderer
power lists denotes an augmentable power. An X denotes 1st-Level Powers
a power with an XP component paid by the manifester. AttractionA: Subject has an attraction you specify.
An R denotes a power that is restricted in Living BoltA: You create a few enhanced short-lived bolts,
Arcanis.
arrows, or bullets.
CatfallA: Instantly save yourself from a fall.
Power Chains: Some powers reference other powers Claws of the BeastA: Your hands become deadly claws.
that they are based upon. Only information in a power Conceal Thoughts: You conceal your motives.
later in the power chain that is different from the base Create Sound: Create the sound you desire.
power is covered in the power being described. Header DecelerationA: Target’s speed is halved.
entries and other information that are the same as the Detect Psionics: You detect the presence of psionics.
base power are not repeated. The same holds true for Dissipating TouchA: Touch deals 1d6 damage.
powers that are the equivalents of spells; only the way Distract: Target gets –4 bonus on Listen, Search, Sense
Motive, and Spot checks.
the power varies from the spell is noted, such as power
EmpathyA: You know the subject’s surface emotions.
point cost.
Enhanced Perceptions: Gain low-light vision, +2 bonus
on Search and Spot checks, and notice secret doors.
Order of Presentation: In the power lists and the power
Far
HandA: Move small objects at a limited distance.
descriptions that follow in the next chapter, the powers
A: Buoy yourself in water or other liquid.
Float
are presented in alphabetical order by name—except for
A
those belonging to certain power chains and those that Force Screen : Invisible disc provides +4 shield bonus
to
AC.
are psionic equivalents of spells. When a power’s name
HammerA: Melee touch attack deals 1d8/round.
begins with “lesser,” “greater,” “mass,” or a similar kind
Mental StaticA: Render creatures into a state of
of qualifier, the power description is alphabetized under
incomprehension (as if asleep).
the second word of the power description instead. When
MissiveA: Send a one-way telepathic message to subject.
the effect of a power is essentially the same as that of a Sense LinkA: You sense what the subject senses (single
spell, the power’s name is simply “Psionic” followed by
sense).
the name of the spell, and it is alphabetized according to Skate: Subject slides skillfully along the ground.
the spell name.
Telempathic Projection: Alter the subject’s mood.
VigorA: Gain 5 temporary hit points.
Manifester Level: A power’s effect often depends on
the manifester level, which is the manifester’s psionic 2nd-Level Powers
class level. A creature with no classes has a manifester AffixA: You bind a target into place.
level equal to its Hit Dice unless otherwise specified. Body AdjustmentA: Heal 1d12 damage.
The word “level” in the power lists always refers to Body Equilibrium: You can walk on nonsolid surfaces.
manifester level.
Chameleon: Gain +10 enhancement bonus on Hide
checks.
Creatures and Characters: “Creatures” and “characters” Cloud Mind: You erase knowledge of your presence from
are used synonymously in the power descriptions.
target’s mind.
Concealing Amorpha: Quasi-real membrane grants you
Augment: Many powers vary in strength depending
concealment.
on how many power points you put into them. The Dissolving WeaponA: Your weapon deals 4d6 acid
damage.
more power points you spend, the more powerful the
manifestation. However, you can spend only a total Energy PushA: Deal 2d6 damage and knock subject
back.
number of points on a power equal to your manifester
level, unless you have an ability that increases your Energy Resistance, SpecifiedA: Gain resistance 10
against one energy type.
effective manifester level.
Many powers can be augmented in more than Feat LeechA: Borrow another’s psionic or metapsionic
feats.
one way. When the Augment section contains numbered
A
paragraphs, you need to spend power points separately Inflict Pain : Telepathic stab gives your foe –4 on attack
rolls,
or
–2
if he makes the save.
for each of the numbered options. When a paragraph
Levitate,
Psionic:
You move up and down, forward and
in the Augment section begins with “In addition,” you
back via mental support.
gain the indicated benefit according to how many power
A
points you have already decided to spend on manifesting Mental Disruption : Daze creatures within 10 feet for
1 round.
the power.
Sense Link, Forced: Sense what subject senses.
Sustenance: Go without food and water for one day.
Wall Walker: Grants ability to walk on walls and
ceilings.
A
108
Egoist ▪ POWER LISTS
3rd-Level Powers
Armored FormA: You harden your flesh with stone.
Bestow PowerA: Subject receives 2 power points.
Darkvision, Psionic: See 60 feet in total darkness.
Dimension SlideA: Teleports you very short distance.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and
effects.
Ectoplasmic Form: You gain benefits of being
insubstantial and can fly slowly.
Escape Detection: You become difficult to detect with
clairsentience powers.
Exhalation of NerothA: Your acid breath deals 3d6
damage to a close target.
Keen Edge, Psionic: Doubles normal weapon’s threat
range.
Mental BarrierA: Gain +4 deflection bonus to AC until
your next action.
Psionic BlastA: Stun creatures in 30-foot cone for 1
round.
Ubiquitous Vision: You have all-around vision.
9th-Affinity Field: Effects that affect you also affect
others.
Kineticist
4th-Level Powers
Arcane MasqueradeA: Mimic the effects of an arcane
spell.
CatapsiA: Psychic static inhibits power manifestation.
Concealing Amorpha, Greater: Quasi-real membrane
grants you total concealment.
Dispel PsionicsA: Cancels psionic powers and effects.
Energy ResistanceA: Your body converts energy to
harmless light.
Errant StrikeR: You bond entropic energy to a weapon,
making it strike harder.
Freedom of Movement, Psionic: You cannot be held or
otherwise rendered immobile.
Mind Probe: You discover the subject’s secret thoughts.
Power Leech: Drain 1d6 power points/round while you
maintain concentration; you gain 1/round.
Psion-Disciplines
1st-Control Object: Telekinetically animate a small
object.
2nd-Control AirA: You have control over wind speed and
direction.
Energy MissileA: Deal 3d6 energy damage to up to
five subjects.
3rd-Energy ConeA: Deal 5d6 energy damage in a 60-foot
cone.
4th-Control BodyA: Take rudimentary control of your
foe’s limbs.
Energy BallA: Deal 7d6 energy damage in a 20-foot
radius.
Inertial BarrierA: Gain DR 5/–.
5th-Energy CurrentA: Deal 9d6 damage to one foe and
half to another foe as long as you concentrate.
Fiery DiscorporationA: Cheat death by discorporating
into nearby fire for one day.
6th-Dispelling Buffer: Subject is buffered from one
dispel psionics effect.
Entropic BurstA: You create a burst of entropic damage
that deals 6d4 damage, and possibly stuns.
Null Psionics Field: Create a field where psionic power
does not function.
7th-Fiery Discorporation, GreaterA: Cheat death by
discorporating into nearby fire for one day, but also
unleash a blast of fire dealing 6d6 damage.
Reddopsi: Powers targeting you rebound on
manifester.
8th-Entropic LeechA: You fill an area with entropy,
dealing 15d6 damage.
Telekinetic Sphere, Psionic: Mobile force globe
encapsulates creature and moves it.
9th-Tornado BlastA: Vortex of air subjects your foes to
17d6 damage and moves them.
Egoist
Nomad
1st-Thicken SkinA: Gain +1 enhancement bonus to your
natural armor.
2nd-Animal AffinityA: Gain +4 enhancement to one
ability.
Chameleon: Gain +10 enhancement bonus on Hide
checks.
Empathic TransferA: Transfer another’s wounds to
yourself.
3rd-Ectoplasmic Form: You gain benefits of being
insubstantial and can fly slowly.
SprintA: Instantly gain a significant speed boost.
4th-Energy ResistanceA: Your body converts energy to
harmless light.
Psychic Vampire: Touch attack drains 2 power points/
level from foe.
5th-Psychofeedback: Boost Strength, Dexterity, or
Constitution at the expense of one or more other scores.
Raise Dead, Psionic: Return the dead to life.
Restore Extremity: Return a lost digit, limb, or other
appendage to subject.
6th-Restoration, Psionic: Restores level and ability score
drains.
7th-Bestial FormA: Partially change into a beast.
8th-FusionX: You combine your abilities and form with
another.
1st-Burst: Gain +10 feet to speed this round.
Detect TeleportationA: Know when teleportation
powers are used in close range.
2nd-Dimension SwapA: You and ally or two allies switch
positions.
Levitate, Psionic: Subject moves up and down, forward
and back, at your direction.
3rd-Fly, Psionic: You fly at a speed of 60 feet.
4th-Chosen DefenderA: You interpose yourself in front
of an attack against an ally.
Dimensional Anchor, Psionic: Bars extra dimensional
movement.
Dismissal, Psionic: Forces a creature to return to its
native plane.
5th-Baleful TeleportA: Destructive teleport deals 9d6
damage.
Teleport, Psionic: Instantly transports you as far as 100
miles/level.
Teleport Trigger: Predetermined event triggers
teleport.
6th-Banishment, PsionicA: Banishes extraplanar
creatures.
7th-Dream TravelA: Travel to other places through
dreams.
109
POWER LISTS ▪ Seer
Ethereal Jaunt, Psionic: Become ethereal for 1 round/ 9th-Assimilate: Incorporate creature into your own
level.
body.
8th-Teleport, Psionic Greater: As psionic teleport, but
no range limit and no off-target arrival.
Time Hop, MassA: Willing subjects hop forward in Telepath
time.
1st-Charm, PsionicA: Makes one person your friend.
9th-Teleportation Circle, Psionic: Circle teleports any
MindlinkA: You forge a limited mental bond with
creatures inside to designated spot.
another creature.
Time RegressionX: Relive the last round.
2nd-AversionA: Subject has aversion you specify.
Brain LockA: Subject cannot move or take any mental
actions.
Seer
Read Thoughts: Detect surface thoughts of creatures
1st-Destiny Dissonance: Your dissonant touch sickens
in range.
a foe.
Suggestion,
Psionic: Compels subject to follow stated
Precognition: Gain +2 insight bonus to one roll.
course of action.
2nd-Clairvoyant Sense: See and hear a distant location.
A
Object ReadingA: Learn details about an object’s previous 3rd-Crisis of Breath : Disrupt subject’s breathing.
Empathic Transfer, HostileA: Your touch transfers
owner.
your hurt to another.
Sensitivity to Psychic Impressions: You can find out
False
Sensory InputA: Subject sees what isn’t there.
about an area’s past.
A
3rd-Escape Detection: You become difficult to detect 4th-Dominate, Psionic : Control target telepathically.
A: Borrow knowledge of a subject’s
Mindlink,
Thieving
with clairsentience powers.
power.
Fate LinkA: You link the fates of two targets.
Modify Memory, Psionic: Changes 5 minutes of
4th-Anchored NavigationA: Establish a mishap-free
subject’s memories.
teleport beacon.
A
Remote ViewingX: See, hear, and potentially interact with 5th-Metaconcert : Mental concert of two or more
increases
the
total
power of the participants.
subjects at a distance.
Mind
Probe:
You
discover the subject’s secret
5th-Clairtangent Hand: Emulate far hand at a distance.
thoughts.
Second Chance: Gain a reroll.
A X
6th-Precognition, Greater: Gain +4 insight bonus to 6th-Mind Switch , : You switch minds with another.
A: Stop subject’s heart.
7th-Crisis
of
Life
one roll.
8th-Mind Blank, Psionic: Subject immune to mental/
7th-Fate of One: Reroll any roll you just failed.
emotional effects, scrying, and remote viewing.
8th-Hypercognition: You can deduce almost anything.
X
9th-MetafacultyX: You learn details about any one 9th-Psychic Chirurgery : You repair psychic damage.
creature.
Reality RevisionX R: Break the laws of reality.
Psion/Wilder
1st-Level Powers
AttractionA: Subject has an attraction you specify.
Shaper
A
A
1st-Astral Construct : Creates astral construct to fight Bolt : You create a few enhanced short-lived bolts,
arrows, or bullets.
for you.
Metaphysical ArmorA: Imbue armor or a shield with a Call to Mind: Gain additional Knowledge check with +4
competence bonus.
+1 or better enhancement bonus.
A
Minor Creation, Psionic: Creates one cloth or wood Catfall : Instantly save yourself from a fall.
Conceal
Thoughts: You conceal your motives.
object.
A
2nd-Psionic Repair Damage: Repairs construct of 3d8 Control Flames : Take control of nearby open flame.
Control
Light:
Adjust
ambient light levels.
hit points +1 hp/level.
A
Create
Sound:
Create
the
sound you desire.
Pyroplasmic Aura : Craft a protective aura of
Crystal ShardA: Ranged touch attack for 1d6 points of
superheated gas.
piercing damage.
3rd-Concealing Amorpha, Greater: Quasi-real
Daze, PsionicA: Humanoid creature of 4 HD or less loses
membrane grants you total concealment.
next action.
Ectoplasmic CocoonA: You encapsulate a foe so it
A: Target’s speed is halved.
Deceleration
can’t move.
A
4th-QuintessenceR: You collapse a bit of time into a Déjà Vu : Your target repeats his last action.
DemoralizeA: Enemies become shaken.
physical substance.
A
Wall of Shards : You form an immobile wall of Detect Psionics: You detect the presence of psionics.
DisableA: Subjects incorrectly believe they are disabled.
crystals.
A
5th-Hail of Crystals : A crystal explodes in an area, Discern Written Intent: You can read and understand
text.
dealing 9d4 slashing damage.
Dissipating TouchA: Touch deals 1d6 damage.
6th-Crystallize: Turn subject permanently to crystal.
7th-Ectoplasmic Cocoon, Mass: You encapsulate all foes Distract: Target gets –4 bonus on Listen, Search, Sense
Motive, and Spot checks.
in a 20-foot radius.
A
8th-Astral Seed: You plant the seed of your rebirth from Ecto Protection : An astral construct gains bonus against
dismiss
ectoplasm.
the Astral Plane.
A
Wall of Entropy: You create a wall of roiling entropic Empathy : You know the subject’s surface emotions.
energy.
110
Psion/Wilder ▪ POWER LISTS
Empty MindA: Gain +2 on Will saves until your next
action.
Energy RayA: Deal 1d6 energy (cold, electricity, fire, or
sonic) damage.
Entangling Ectoplasm: You entangle a foe in sticky
goo.
Far HandA: Move small objects at a limited distance.
FloatA: Buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus
to AC.
Grease, Psionic: Makes a 10-foot square or one object
slippery.
HammerA: Melee touch attack deals 1d8/round.
Inertial ArmorA: Tangible field of force provides you
with +4 armor bonus to AC.
Know Direction and Location: You discover where you
are and what direction you face.
Matter Agitation: You heat a creature or object.
Mental StaticA: Render creatures into a state of
incomprehension (as if asleep).
Mind ThrustA: Deal 1d10 damage.
MissiveA: Send a one-way telepathic message to subject.
My LightA: Your eyes emit a 20-foot cone of light.
Precognition, DefensiveA: Gain +1 insight bonus to AC
and saving throws.
Precognitionion, OffensiveA: Gain +1 insight bonus on
your attack rolls.
Prescience, OffensiveA: Gain +2 insight bonus on your
damage rolls.
Sense LinkA: You sense what the subject senses (single
sense).
Skate: Subject slides skillfully along the ground.
Strength LeechA: Reduce the Strength of the target.
Synesthete: You receive one kind of sense when another
sense is stimulated.
Telempathic Projection: Alter the subject’s mood.
VigorA: Gain 5 temporary hit points.
2nd-Level Powers
AffixA: You bind a target into place.
Arcane ShieldA: You gain a resistance bonus to saves
against spells only.
Bestow PowerA: Subject receives 2 power points.
BiofeedbackA: Gain damage reduction 2/–.
Body Equilibrium: You can walk on nonsolid surfaces.
Cloud Mind: You erase knowledge of your presence from
target’s mind.
Concealing Amorpha: Quasi-real membrane grants you
concealment.
Concussion BlastA: Deal 1d6 force damage to target.
Control Sound: Create very specific sounds.
Detect Hostile Intent: You can detect hostile creatures
within 30 feet of you.
Ego BlockA: Inflict a 1d6+3 point penalty to Cha and daze
for 1 round.
Energy PushA: Deal 2d6 damage and knock subject
back.
Energy Resistance, SpecifiedA: Gain resistance 10
against one energy type.
Energy StunA: Deal 1d6 damage and stun target if it fails
both saves.
Enhanced Perceptions: Gain low-light vision, +2 bonus
on Search and Spot checks, and notice secret doors.
Feat LeechA: Borrow another’s psionic or metapsionic
feats.
Id InsinuationA: Swift tendrils of thought disrupt and
confuse your target.
Identify, Psionic: Learn the properties of a psionic item.
Inflict PainA: Telepathic stab gives your foe –4 on attack
rolls, or –2 if he makes the save.
Knock, Psionic: Opens locked or psionically sealed
door.
Levitate, Psionic: You move up and down, forward and
back via mental support.
Mental DisruptionA: Daze creatures within 10 feet for
1 round.
Missive, MassA: You send a one-way telepathic message
to an area.
Psionic Lock: Secure a door, chest, or portal.
Recall AgonyA: Foe takes 2d6 damage.
Sense Link, Forced: Sense what subject senses.
Share Pain: Willing subject takes some of your damage.
Sustenance: Go without food and water for one day.
Swarm of CrystalsA: Crystal shards are sprayed forth
doing 3d4 slashing damage.
Thought ShieldA: Gain PR 13 against mind-affecting
powers.
Tongues, Psionic: You can communicate with intelligent
creatures.
3rd-Level Powers
Arcane Resilience: Gain SR against spells only.
Armored FormA: You harden your flesh with stone.
Body AdjustmentA: You heal 1d12 damage.
Body PurificationA: Restore 2 points of ability damage.
Concussion WaveA: Deal 4d6 force damage to creatures
and objects near you.
Danger SenseA: You gain +4 bonus against traps.
Darkvision, Psionic: See 60 feet in total darkness.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and
effects.
Dispel PsionicsA: Cancels psionic powers and effects.
Distant StrikeA: You send a force missile to pummel a
foe for 3d6 damage
Energy BoltA: Deal 5d6 energy damage in 120-foot line.
Energy BurstA: Deal 5d6 energy damage in 40-foot
burst.
Energy RetortA: Ectoburst of energy automatically targets
your attacker for 4d6 damage once each round.
Energy Wall: Create wall of your chosen energy type.
Eradicate InvisibilityA: Negate invisibility in 50-foot
burst.
Keen Edge, Psionic: Doubles normal weapon’s threat
range.
Mental BarrierA: Gain +4 deflection bonus to AC until
your next action.
Mind TrapA: Drain 1d6 power points from anyone who
attacks you with a telepathy power.
Psionic BlastA: Stun creatures in 30-foot cone for 1
round.
Pyroplasmic AuraA: Craft a protective aura of superheated
gas.
Share Pain, ForcedA: Unwilling subject takes some of
your damage.
Solicit PsicrystalA: Your psicrystal takes over your
concentration power.
Synaptic Shock, Minor: Deal 5d4 damage and possibly
render a creature unconscious.
Telekinetic ForceA: Move an object with the sustained
force of your mind.
111
POWER LISTS ▪ Psion/Wilder
Telekinetic ThrustA: Hurl objects with the force of your
mind.
Time HopA: Subject hops forward in time 1 round/level.
TouchsightA: Your telekinetic field tells you where most
things are roughly.
Ubiquitous Vision: You have all-around vision.
4th-Level Powers
Aura SightA: Reveals creatures, objects, powers, or spells
of selected alignment axis.
Correspond: Hold mental conversation with another
creature at any distance.
Death UrgeA: Implant a self-destructive compulsion.
Detect Remote Viewing: You know when others spy on
you remotely.
Dimension Door, PsionicA: Teleports you short distance.
Divination, Psionic: Provides useful advice for specific
proposed action.
Empathic FeedbackA: When you are hit in melee, your
attacker takes damage.
Energy ResistanceA: Your body converts energy to
harmless light.
Freedom of Movement, Psionic: You cannot be held or
otherwise rendered immobile.
Intellect FortressA: Those inside fortress take only half
damage from all powers and psi-like abilities until your
next action.
MindwipeA: Subject’s recent experiences wiped away,
bestowing negative levels.
Power Leech: Drain 1d6 power points/round while you
maintain concentration; you gain 1/round.
Telekinetic Maneuver: Telekinetically bull rush, disarm,
grapple, or trip your target.
Trace TeleportA: Learn destination of subject’s teleport.
Wall of Ectoplasm: You create a protective barrier.
5th-Level Powers
Adapt Body: Your body automatically adapts to hostile
environments.
Break Enchantment, Psionic: You end harmful effects
on creatures.
CatapsiA: Psychic static inhibits power manifestation.
Decelerate ArcanaA: You impede the use of nonpreternatural effects around you.
Ectoplasmic Shambler: Fog-like predator deals 1 point
of damage/two levels each round to an area.
Fire Shield, Psionic: Protect yourself from cold or fire
damage.
Leech FieldA: Leech power points each time you make a
saving throw.
Plane Shift, PsionicR: Travel to other planes.
Power Resistance: Grant PR equal to 12 + level.
Psychic CrushA: Brutally crush subject’s mental essence,
reducing subject to –1 hit points.
Shatter Mind Blank: Cancels target’s mind blank effect.
Spell FlayA: You destroy some of the target’s ability to
cast spells.
Synaptic Shock: Deal 10d4 damage and possibly kill a
creature.
Tower of Iron WillA: Grant PR 19 against mind-affecting
powers to all creatures within 10 feet until your next
turn.
True Seeing, Psionic: See all things as they really are.
112
6th-Level Powers
Aura AlterationA: Repairs psyche or makes subject seem
to be something it is not.
Bestial FormA: Partially change in a beast (wilder only).
Breath of NerothA: Breathe acid for 11d6 damage.
Cloud Mind, Mass: Erase knowledge of your presence
from the minds of one creature/level.
Contingency, PsionicX: Sets trigger condition for another
power.
Co-opt Concentration: Take control of foe’s concentration
power.
Disintegrate, PsionicA: Turn one creature or object to
dust.
Fuse FleshA: Fuse subject’s flesh, creating a helpless
mass.
Overland Flight, Psionic: You fly at a speed of 40 feet
and can hustle over long distances.
Raise Dead, Psionic: Return the dead to life.
Remote View Trap: Deal 8d6 points electricity damage
to those who seek to view you at a distance.
RetrieveA: Teleport to your hand an item you can see.
Shadow Delving: You locate lost information within the
shadow realm.
Thought FortressA: You fortify your mind and that of
your allies against intrusion and meddling.
7th-Level Powers
Arcane MasqueradeA: Mimic the effects of an arcane
spell.
DecerebrateA: Remove portion of subject’s brain stem.
Divert Teleport: Choose destination for another’s
teleport.
Energy Conversion: Offensively channel energy you’ve
absorbed.
Energy WaveA: Deal 13d4 damage of your chosen energy
type in 120-foot cone.
Entropic BurstA: You create a burst of entropic damage
that deals 6d4 damage, and possibly stuns.
Evade BurstA: You take no damage from a burst on a
successful Reflex save.
InsanityA: Subject is permanently confused.
Mind Blank, Personal: You are immune to scrying and
mental effects.
Moment of Prescience, Psionic: You gain insight bonus
on single attack roll, check, or save.
Oak BodyA: Your body becomes as hard as oak.
Phase Door, Psionic: Invisible passage through wood or
stone.
Sequester, PsionicX: Subject invisible to sight and remote
viewing; renders subject comatose.
Shred the PlanesR: Travel to other planes and unleash a
blast of entropy behind you.
UltrablastA: Deal 13d6 damage in a 15-foot radius.
8th-Level Powers
Bend RealityX: Alters reality within power limits.
Control Weather, Psionic: You can control the weather
in a 2-mile radius.
Iron Body, Psionic: Your body becomes living iron.
Matter ManipulationX: Increase or decrease an object’s
base hardness by 5.
Mind Blank, Psionic: Subject immune to mental/
emotional effects, scrying, and remote viewing.
Recall DeathA: Subject dies or takes 5d6 damage.
Psychic Warrior ▪ POWER LISTS
Shadow Body: You become a living shadow (not the
creature).
Touchsight, GreaterA: Your telekinetic field tells you
where everything is.
True Metabolism: You regenerate 10 hit points/round.
PrevenomA: Your claws gain a poison coating.
Prevenom WeaponA: Your weapon is mildly venomous.
Skate: Subject slides skillfully along the ground.
StompA: Subjects fall prone and take 1d4 nonlethal
damage.
Synesthete: You receive one kind of sense when another
9th-Level Powers
sense is stimulated.
ApopsiX: You delete target’s psionic powers.
Thicken SkinA: Gain +1 enhancement bonus to your
Assimilate: Incorporate creature into your own body.
natural armor.
Entropic LeechA: You fill an area with entropy, dealing VigorA: Gain 5 temporary hit points.
15d6 damage.
Etherealness, Psionic: Become ethereal for 1 minute/ 2nd-Level Powers
level.
Animal AffinityA: Gain +4 enhancement to one ability.
A
Microcosm : Creature or character lives forevermore in Body AdjustmentA: Heal 1d12 damage.
world of his own imagination.
Body Equilibrium: You can walk on nonsolid surfaces.
Reality RevisionX R: As bend reality, but fewer limits.
Body PurificationA: Restore 2 points of ability damage.
Synaptic Shock, Mass: Deal 10d4 damage and possibly Concealing Amorpha: Quasi-real membrane grants you
kill a group of creatures.
concealment.
Temporal Acceleration: You act faster than everything Darkvision, Psionic: See 60 feet in total darkness.
around you for a short period of apparent time.
Detect Hostile Intent: You can detect hostile creatures
Timeless Body: Ignore all harmful, and helpful, effects
within 30 feet of you.
for 1 round.
Dimension SwapA: You and an ally switch positions.
10th-Level Powers
Dissolving TouchA: Your touch deals 4d6 acid damage.
Wall of Entropy: You create a wall of roiling entropic Dissolving WeaponA: Your weapon deals 4d6 acid
energy.
damage.
Empathic TransferA: Transfer another’s wounds to
yourself.
Psychic Warrior
Energy Resistance, SpecifiedA: Gain resistance 10
1st-Level Powers
against one energy type.
BiofeedbackA: Gain DR 2/–.
Feat
LeechA: Borrow another’s psionic or metapsionic
Bite of the Wolf: Gain bite attack for 1d8 damage.
feats.
Burst: Gain +10 feet to speed this round.
Levitate, Psionic: You move up and down, forward and
Call WeaponryA: Create temporary weapon.
back, via mental support.
CatfallA: Instantly save yourself from a fall.
A
Chameleon: Gain +10 enhancement bonus on Hide Painful Strike : Your natural weapons deal an extra 1d6
nonlethal damage.
checks.
gain another attack of opportunity.
Claws of the BeastA: Your hands become deadly claws. Prowess: Instantly
A: You can make full attack in same round
Psionic
Pounce
A
Compression : You grow smaller.
you charge.
Conceal Thoughts: You conceal your motives.
Psionic Scent: Gain the scent ability.
Detect Psionics: You detect the presence of psionics.
SprintA: Instantly gain a significant speed boost.
Dissipating TouchA: Touch deals 1d6 damage.
A
Distract: Target gets –4 bonus on Listen, Search, Sense Strength of My Enemy : Siphon away your enemy’s
strength
and
grow
stronger.
Motive, and Spot checks.
Empty MindA: Gain +2 on Will saves until your next Sustenance: Go Awithout food and water for one day.
Thought Shield : Gain PR 13 against mind-affecting
action.
powers.
Enhanced Perceptions: Gain low-light vision, +2 bonus
Wall
Walker: Grants ability to walk on walls and
on Search and Spot checks, and notice secret doors.
ceilings.
ExpansionA: Become one size category larger.
FloatA: Buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus
to AC.
Grip of IronA: Your iron grip gives +4 bonus on grapple
checks.
HammerA: Melee touch attack deals 1d8/round.
Inertial ArmorA: Tangible field of force provides you
with +4 armor bonus to AC.
Metaphysical ClawA: Your natural weapon gains +1
bonus.
Metaphysical WeaponA: Weapon gains +1 bonus.
My LightA: Your eyes emit a 20-foot cone of light.
Precognition, DefensiveA: Gain +1 insight bonus to AC
and saving throws.
Precognitionion, OffensiveA: Gain +1 insight bonus on
your attack rolls.
Prescience, OffensiveA: Gain +2 insight bonus on your
damage rolls.
3rd-Level Powers
Arcane ShieldA: You gain a resistance bonus to saves
against spells only.
Chosen DefenderA: You interpose yourself in front of an
attack against an ally.
Claws of the Vampire: Heal half of your claw’s base
damage.
Concealing Amorpha, Greater: Quasi-real membrane
grants you total concealment.
Danger SenseA: You gain +4 bonus against traps.
Dimension SlideA: Teleports you very short distance.
Duodimensional Claw: Increases your natural weapon’s
threat range.
Ectoplasmic Form: You gain benefits of being
insubstantial and can fly slowly.
Empathic FeedbackA: When you are hit in melee, your
attacker takes damage.
113
POWER LISTS ▪ Psychic Warrior
Empathic Transfer, HostileA: Your touch transfers your
hurt to another.
Escape Detection: You become difficult to detect with
clairsentience powers.
Evade BurstA: You take no damage from a burst on a
successful Reflex save.
Exhalation of NerothA: Your acid breath deals 3d6
damage to a close target.
Graft Weapon: Your hand is replaced seamlessly by your
weapon.
Keen Edge, Psionic: Doubles normal weapon’s threat
range.
Mental BarrierA: Gain +4 deflection bonus to AC until
your next action.
Pyroplasmic AuraA: Craft a protective aura of superheated
gas.
Ubiquitous Vision: You have all-around vision.
Vampiric Blade: You heal half of your base weapon
damage.
4th-Level Powers
Armored FormA: You harden your flesh with stone.
Break Enchantment, Psionic: You end harmful effects
on creatures.
Claw of Energy: Your claws deal additional energy
damage.
Dimension Door, PsionicA: Teleports you short distance.
Energy ResistanceA: Your body converts energy to
harmless light.
Freedom of Movement, Psionic: You cannot be held or
otherwise rendered immobile.
Immovability: You are almost impossible to move and
gain DR 15/–.
Inertial BarrierA: Gain DR 5/–.
Psychic Vampire: Touch attack drains 2 power points/
level from foe.
Steadfast Perception: Gain immunity to illusory effects,
+6 bonus on Spot and Search checks.
Truevenom: Your natural weapons are covered in horrible
poison.
Truevenom Weapon: Your weapon is horribly
poisonous.
Weapon of Energy: Weapon deals additional energy
damage.
Mind Blank, Personal: You are immune to scrying and
mental effects.
Thought FortressA: You fortify your mind and that of
your allies against intrusion and meddling.
Rhi’zen
1st-Level Powers
BiofeedbackA: Gain damage reduction 2/–.
Burst: Gain +10 feet to speed this round.
CatfallA: Instantly save yourself from a fall.
CompressionA: You grow smaller.
Crystal ShardA: Ranged touch attack for 1d6 points of
piercing damage.
DecelerationA: Target’s speed is halved.
Detect Psionics: You detect the presence of psionics.
Distract: Target gets –4 bonus on Listen, Search, Sense
Motive, and Spot checks.
EmpathyA: You know the subject’s surface emotions.
Empty MindA: Gain +2 on Will saves until your next
action.
FloatA: Buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus
to AC.
Grease, Psionic: Makes a 10-foot square or one object
slippery.
HammerA: Melee touch attack deals 1d8/round.
Inertial ArmorA: Tangible field of force provides you
with +4 armor bonus to AC.
Metaphysical WeaponA: Weapon gains +1 bonus.
Precognition, DefensiveA: Gain +1 insight bonus to AC
and saving throws.
Precognition, OffensiveA: Gain +1 insight bonus on your
attack rolls.
Prescience, OffensiveA: Gain +2 insight bonus on your
damage rolls.
Skate: Subject slides skillfully along the ground.
Thicken SkinA: Gain +1 enhancement bonus to your
natural armor.
VigorA: Gain 5 temporary hit points.
2nd-Level Powers
AffixA: You bind a target into place.
Body AdjustmentA: Heal 1d12 damage.
Body Equilibrium: You can walk on nonsolid surfaces.
DemoralizeA: Enemies become shaken.
5th-Level Powers
Dissolving WeaponA: Your weapon deals 4d6 acid
Adapt Body: Your body automatically adapts to hostile
damage.
environments.
Entangling
Ectoplasm: You entangle a foe in sticky
Bestial FormA: Partially change into a beast.
goo.
A
Catapsi : Psychic static inhibits power manifestation.
Feat LeechA: Borrow another’s psionic or metapsionic
Errant StrikeR: You bond entropic energy to a weapon,
feats.
making it strike harder.
Prowess: Instantly gain another attack of opportunity.
A
Metaconcert : Mental concert of two or more increases Psionic PounceA: You can make full attack in same round
the total power of the participants.
you charge.
Oak BodyA: Your body becomes as hard as oak.
Psychofeedback: Boost Str, Dex, or Con at the expense 3rd-Level Powers
of one or more other scores.
Bestow PowerA: Subject receives 2 power points.
6th-Level Powers
Breath of NerothA: Breathe acid for 11d6 damage.
Dispelling Buffer: You are buffered from one dispel
psionics effect.
Form of DoomA: You transform into a frightening
tentacled beast.
114
Conceal Thoughts: You conceal your motives.
Danger SenseA: You gain +4 bonus against traps.
Empathic FeedbackA: When you are hit in melee, your
attacker takes damage.
Empathic Transfer, HostileA: Your touch transfers your
hurt to another.
Evade BurstA: You take no damage from a burst on a
successful Reflex save.
Swamp Lord of Pit Sseth ▪ POWER LISTS
Keen Edge, Psionic: Doubles normal weapon’s threat
range.
Mental BarrierA: Gain +4 deflection bonus to AC until
your next action.
SprintA: Instantly gain a significant speed boost.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 feet.
Magic Fang: One natural weapon of subject creature gets
+1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack, deal 1d6
+1 damage.
4th-Level Powers
Obscuring Mist: Fog surrounds you.
Chosen DefenderA: You interpose yourself in front of an Pass without Trace: One subject/level leaves no tracks.
attack against an ally.
Sanctuary: Opponents can’t attack you, and you can’t
Dimension Door, PsionicA: Teleports you short distance.
attack.
Dispel PsionicsA: Cancels psionic powers and effects.
Shield of Faith: Aura grants +2 or higher deflection
Freedom of Movement, Psionic: You cannot be held or
bonus.
otherwise rendered immobile.
Summon Nature’s Ally I: Calls creature to fight.
Immovability: You are almost impossible to move and
gain DR 15/–.
2nd-Level Spells
Animal Messenger: Sends a Tiny animal to a specific
place.
Swamp Lord of Pit Sseth
Animal Trance: Fascinates 2d6 HD of animals.
Spell List (Swamp Lord)
Barkskin: Grants +2 (or higher) enhancement to natural
Spells marked with MA are from Magic of Arcanis, and
armor.
PGtA
spells marked with
are from The Player’s Guide Bear’s Endurance: Subject gains +4 to Con for 1 minute/
to Arcanis.
level.
0th-Level Spells
Bull’s Strength: Subject gains +4 to Str for 1 minute/
Create Water: Creates 2 gallons/level of pure water.
level.
Cure Minor Wounds: Cures 1 point of damage.
CamouflageMA: Hide in any natural terrain.
Detect Magic: Detects spells and magic items within 60 Cure Moderate Wounds: Cures 2d8 damage +1/level
feet.
(max +10).
Detect Poison: Detects poison in one creature or object. Darkness: 20-foot radius of supernatural shadow.
Flare: Dazzles one creature (–1 on attack rolls).
Delay Poison: Stops poison from harming subject for 1
Ghost Sound: Figment sounds.
hour/level.
Guidance: +1 on one attack roll, saving throw, or skill Enhance Natural AttackMA: Natural attacks function as
check.
if enlarged.
Know Direction: You discern north.
Fog Cloud: Fog obscures vision.
Light: Object shines like a torch.
Reduce Animal: Shrinks one willing animal.
Mending: Makes minor repairs on an object.
Resist Energy: Ignores 10 (or more) points of damage/
Purify Food and Drink: Purifies 1 cubic foot/level of
attack from specified energy type.
food or water.
Silence: Negates sound in 20-foot radius.
Read Magic: Read scrolls and spellbooks.
Soften Earth and Stone: Turns stone to clay or dirt to
Resistance: Subject gains +1 on saving throws.
sand or mud.
Speak with Animals: You can communicate with Speak with Plants: You can talk to normal plants and
animals.
plant creatures.
Touch of Fatigue: Touch attack fatigues target.
Spider Climb: Grants ability to walk on walls and
Virtue: Subject gains 1 temporary hp.
ceilings.
1st-Level Spells
Summon Nature’s Ally II: Calls creature to fight.
Calm Animals: Calms (2d4 + level) HD of animals.
Summon Swarm: Summons swarm of bats, rats, or
Cause Fear: One creature of 5 HD or less flees for 1d4
spiders.
rounds.
Tree Shape: You look exactly like a tree for 1 hour/
Charm Animal: Makes one animal your friend.
level.
Cure Light Wounds: Cures 1d8 damage +1/level (max Viper VenomMA: Touched reptile gains a poisonous bite.
+5).
Warp Wood: Bends wood (shaft, handle, door, plank).
Detect Animals or Plants: Detects kinds of animals or
plants.
3rd-Level Spells
Detect Nature’s DefilementMA: You can detect spells or Blindness/Deafness: Makes subject blinded or deafened.
creatures that defile nature.
Cure Serious Wounds: Cures 3d8 damage +1/level (max
Detect Snares and Pits: Reveals natural or primitive
+15).
traps.
Daylight: 60-foot radius of bright light.
Divine Favor: You gain +1 per three levels on attack and Deeper Darkness: Object sheds supernatural shadow in
damage rolls.
60-foot radius.
Endure Elements: Exist comfortably in hot or cold Dispel Magic: Cancels spells and magical effects.
environments.
Dominate Animal: Subject animal obeys silent mental
Entangle: Plants entangle everyone in 40-foot-radius.
commands.
Entropic Shield: Ranged attacks against you have 20% Favor of AirMA: You gain a variety advantages from the
miss chance.
power of air.
Hide from Animals: Animals can’t perceive one subject/ Favor of EarthMA: You gain a variety of advantages from
level.
the power of earth.
115
POWER LISTS ▪ Swamp Lord of Pit Sseth
Favor of FireMA: You gain a variety of advantages from
the power of fire.
Favor of LifeMA: You gain a variety of advantages from
the power of positive energy.
Favor of WaterMA: You gain a variety of advantages from
the power of water.
Fly: Subject flies at speed of 60 feet.
Haste: One creature/level moves faster, +1 on attack rolls,
AC, and Reflex saves.
Magic Fang, Greater: One natural weapon of subject
creature gets +1/four levels on attack and damage rolls
(max +5).
Plant Growth: Grows vegetation, improves crops.
Prayer: Allies +1 bonus on most rolls, enemies –1
penalty.
Protection from Energy: Absorb 12 points/level of
damage from one kind of energy.
Sleet Storm: Hampers vision and movement.
Slow: One subject/level takes only one action/round, –1 to
AC, reflex saves, and attack rolls.
Snare: Creates a magic booby trap.
Stone Shape: Sculpts stone into any shape.
Summon Nature’s Ally III: Calls creature to fight.
Wind Wall: Deflects arrows, smaller creatures, and
gases.
4th-Level Spells
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to
plant creature.
Command Plants: Sway the actions of one or more plant
creatures.
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max
+20).
Death Ward: Grants immunity to death spells and
negative energy effects.
Dismissal: Forces a creature to return to native plane.
Divine Power: You gain attack bonus, +6 to Str, and 1
hp/level.
Freedom of Movement: Subject moves normally despite
impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders
into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40-feet
across.
Nature’s GiftPGtA: Gain scent and a +5 bonus on Spot,
Search, and Listen checks.
Neutralize Poison: Immunizes subject against poison,
detoxifies venom in or on subject.
Poison: Touch deals 1d10 Con damage, repeats in 1
minute.
Repel Vermin: Insects, spiders, and other vermin stay 10
feet away.
Spike Stones: Creatures in area take 1d8 damage, may
be slowed.
Summon Nature’s Ally IV: Calls creature to fight.
Wall of SerpentsMA: You create a wall of poisonous
serpents.
Bitter Kiss of SummerMA: Call and direct one or more
blasts of heat at your enemies.
Bitter Kiss of WinterMA: Call and direct one or more
blasts of cold at your enemies.
Break Enchantment: Frees subjects from enchantments,
alterations, curses, and petrification.
Flame Strike: Smite foes with divine fire (1d6/level
damage).
Insect Plague: Locust swarms attack creatures.
Righteous Might: Your size increases, and you gain
combat bonuses.
Slay Living: Touch attack kills subject.
Summon Nature’s Ally V: Calls creature to fight.
The Green RotMA: Force gangrene on a wounded foe.
Thorn BonesMA: Forces bone growth that causes pain and
hampers movement.
Wall of Stone: Creates a stone wall that can be shaped.
Withering VinesMA: Throw strength-draining vines at
targets.
6th-Level Spells
Animal Growth: One animal/two levels doubles in size.
Antilife Shell: 10-foot-radius field hedges out living
creatures.
Baleful Polymorph: Transforms subject into harmless
animal.
Bear’s Endurance, Mass: As bear’s endurance, affects
one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one
subject/level.
Commune with Nature: Learn about terrain for 1 mile/
level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level
for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on
check.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and
mental conditions.
Summon Nature’s Ally VI: Calls creature to fight.
Transmute Mud to Rock: Transforms two 10-foot cubes
per level.
Transmute Rock to Mud: Transforms two 10-foot cubes
per level.
Tree Stride: Step from one tree to another far away.
Wall of Thorns: Thorns damage anyone who tries to
pass.
7th-Level Spells
Animate Plants: One or more plants animate and fight
for you.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/
level for many creatures.
Fire Seeds: Acorns and berries become grenades and
bombs.
Master of FallMA: The power of fall grants you abilities
and effects.
Master of SpringMA: The power of spring grants you
abilities and effects.
Master of SummerMA: The power of summer grants you
5th-Level Spells
abilities and effects.
Bitter Kiss of FallMA: Summon forth weeds to entangle Master of WinterMA: The power of winter grants you
your enemies.
abilities and effects.
Bitter Kiss of SpringMA: Call and direct one or more Move Earth: Digs trenches and builds hills.
blasts of air at your enemies.
116
Swamp Lord of Pit Sseth ▪ POWER LISTS
Regenerate: Subject’s severed limbs grow back, cures
4d8 damage +1/level (max +35).
Repel Wood: Pushes away wooden objects.
Repulsion: Creatures can’t approach you.
Stone Tell: Talk to natural or worked stone.
Summon Nature’s Ally VII: Calls creature to fight.
Transport via Plants: Move instantly from one plant to
another of the same kind.
Powers List (Swamp Lord)
1st-Level Powers
AttractionA: Subject has an attraction you specify.
Call to Mind: Gain additional Knowledge check with +4
competence bonus.
CatfallA: Instantly save yourself from a fall.
Conceal Thoughts: You conceal your motives.
Control FlamesA: Take control of nearby open flame.
Control Light: Adjust ambient light levels.
Crystal ShardA: Ranged touch attack for 1d6 points of
piercing damage.
DecelerationA: Target’s speed is halved.
Detect Psionics: You detect the presence of psionics.
Dissipating TouchA: Touch deals 1d6 damage.
Energy RayA: Deal 1d6 energy (cold, electricity, fire, or
sonic) damage.
Entangling Ectoplasm: You entangle a foe in sticky
goo.
FloatA: Buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus
to AC.
Grease, Psionic: Makes 10-foot square or one object
slippery.
HammerA: Melee touch attack deals 1d8/round.
Inertial ArmorA: Tangible field of force provides you
with +4 armor bonus to AC.
Know Direction and Location: You discover where you
are and what direction you face.
Matter Agitation: You heat a creature or object.
MissiveA: Send a one-way telepathic message to subject.
Sense LinkA: You sense what the subject senses (single
sense).
Synesthete: You receive one kind of sense when another
sense is stimulated.
VigorA: Gain 5 temporary hit points.
2nd-Level Powers
BiofeedbackA: Gain damage reduction 2/–.
Body Equilibrium: You can walk on nonsolid surfaces.
Cloud Mind: You erase knowledge of your presence from
target’s mind.
Concealing Amorpha: Quasi-real membrane grants you
concealment.
Control Sound: Create very specific sounds.
Discern Written Intent: You can read and understand
text.
Energy PushA: Deal 2d6 damage and knock subject
back.
Energy Resistance, SpecifiedA: Gain resistance 10
against one energy type.
Energy StunA: Deal 1d6 damage and stun target if it fails
both saves.
Enhanced Perceptions: Gain low-light vision, +2 bonus
on Search and Spot checks, and notice secret doors.
Inflict PainA: Telepathic stab gives your foe –4 on attack
rolls, or –2 if he makes the save.
Mental DisruptionA: Daze creatures within 10 feet for
1 round.
Recall AgonyA: Foe takes 2d6 damage.
Sustenance: Go without food and water for one day.
Swarm of CrystalsA: Crystal shards are sprayed forth
doing 3d4 slashing damage.
Thought ShieldA: Gain PR 13 against mind-affecting
powers.
3rd-Level Powers
Body AdjustmentA: Heal 1d12 damage.
Body PurificationA: Restore 2 points of ability damage.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and
effects.
Dispel PsionicsA: Cancels psionic powers and effects.
Energy BoltA: Deal 5d6 energy damage in 120-foot line.
Energy Wall: Create wall of your chosen energy type.
Eradicate InvisibilityA: Negate invisibility in 50-foot
burst.
Psionic BlastA: Stun creatures in a 30-foot cone for 1
round.
Telekinetic ThrustA: Hurl objects with the force of your
mind.
TouchsightA: Your telekinetic field tells you where most
things roughly are.
Ubiquitous Vision: You have all-around vision.
4th-Level Powers
Correspond: Hold mental conversation with another
creature at any distance.
Divination, Psionic: Provides useful advice for specific
proposed action.
Empathic FeedbackA: When you are hit in melee, your
attacker takes damage.
Energy ResistanceA: Your body converts energy to
harmless light.
Freedom of Movement, Psionic: You cannot be held or
otherwise rendered immobile.
Intellect FortressA: Those inside fortress take only half
damage from all powers and psi-like abilities until your
next action.
Power Leech: Drain 1d6 power points/round while you
maintain concentration; you gain 1/round.
Telekinetic Maneuver: Telekinetically bull rush, disarm,
grapple, or trip your target.
Wall of Ectoplasm: You create a protective barrier.
5th-Level Powers
Adapt Body: Your body automatically adapts to hostile
environments.
CatapsiA: Psychic static inhibits power manifestation.
Ectoplasmic Shambler: Fog-like predator deals 1 point
of damage/two levels each round to an area.
Fire Shield, Psionic: Protect yourself from cold or fire
damage.
Power Resistance: Grant PR equal to 12 + level.
Shatter Mind Blank: Cancels target’s mind blank effect.
Tower of Iron WillA: Grant PR 19 against mind-affecting
powers to all creatures within 10 feet until your next
turn.
True Seeing, Psionic: See all things as they really are.
117
POWER LISTS ▪ Swamp Lord of Pit Sseth
6th-Level Powers
Breath of NerothA: Breathe acid for 11d6 damage.
Cloud Mind, Mass: Erase knowledge of your presence
from the minds of one creature/level.
Contingency, PsionicX: Sets trigger condition for another
power.
Fuse FleshA: Fuse subject’s flesh, creating a helpless
mass.
Overland Flight, Psionic: You fly at a speed of 40 feet
and can hustle over long distances.
Remote View Trap: Deal 8d6 points electricity damage
to those who seek to view you at a distance.
Shadow Delving: You locate lost information within the
shadow realm.
7th-Level Powers
Divert Teleport: Choose destination for another’s
teleport.
Energy Conversion: Offensively channel energy you’ve
absorbed.
Energy WaveA: Deal 13d4 damage of your chosen energy
type in 120-foot cone.
Mind Blank, Personal: You are immune to scrying and
mental effects.
Oak BodyA: Your body becomes as hard as oak.
Phase Door, Psionic: Invisible passage through wood or
stone.
Thought FortressA: You fortify your mind and that of
your allies against intrusion and meddling.
UltrablastA: Deal 13d6 damage in 15-foot radius.
val’Borda Adept of the Shadows
1st-Level Powers
Body Equilibrium: You can walk on nonsolid surfaces.
BoltA: You create a few enhanced short-lived bolts,
arrows, or bullets.
Burst: Gain +10 feet to speed this round.
CatfallA: Instantly save yourself from a fall.
Control Light: Adjust ambient light levels.
Detect Psionics: You detect the presence of psionics.
Distract: Target gets –4 bonus on Listen, Search, Sense
Motive, and Spot checks.
Empty MindA: Gain +2 on Will saves until your next
action.
Enhanced Perceptions: Gain low-light vision, +2 bonus
on Search and Spot checks, and notice secret doors.
FloatA: Buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus
to AC.
HammerA: Melee touch attack deals 1d8/round.
Mind ThrustA: Deal 1d10 damage.
Precognition, DefensiveA: Gain +1 insight bonus to AC
and saving throws.
Precognitionion, OffensiveA: Gain +1 insight bonus on
your attack rolls.
Prescience, OffensiveA: Gain +2 insight bonus on your
damage rolls.
Sense LinkA: You sense what the subject senses (single
sense).
VigorA: Gain 5 temporary hit points.
118
2nd-Level Powers
Animal AffinityA: Gain +4 enhancement to one ability.
Body AdjustmentA: Heal 1d12 damage.
Cloud Mind: You erase knowledge of your presence from
target’s mind.
Conceal Thoughts: You conceal your motives.
Concealing Amorpha: Quasi-real membrane grants you
concealment.
Darkvision, Psionic: See 60 feet in total darkness.
Dissolving WeaponA: Your weapon deals 4d6 acid
damage.
MissiveA: Send a one-way telepathic message to subject.
Recall AgonyA: Foe takes 2d6 damage.
Sense Link, Forced: Sense what subject senses.
Wall Walker: Grants ability to walk on walls and
ceilings.
3rd-Level Powers
Armored FormA: You harden your flesh with stone.
Bestow PowerA: Subject receives 2 power points.
Control Sound: Create very specific sounds.
Danger SenseA: You gain +4 bonus against traps.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and
effects.
Escape Detection: You become difficult to detect with
clairsentience powers.
Keen Edge, Psionic: Doubles normal weapon’s threat
range.
Mental BarrierA: Gain +4 deflection bonus to AC until
your next action.
Ubiquitous Vision: You have all-around vision.
4th-Level Powers
Concealing Amorpha, Greater: Quasi-real membrane
grants you total concealment.
Dimension Door, PsionicA: Teleports you short distance.
Empathic Transfer, HostileA: Your touch transfers your
hurt to another.
Evade BurstA: You take no damage from a burst on a
successful Reflex save.
False Sensory InputA: Subject sees what isn’t there.
Psychic Vampire: Touch attack drains 2 power points/
level from foe.
5th-Level Powers
Correspond: Hold mental conversation with another
creature at any distance.
Dimensional Anchor, Psionic: Bars extra dimensional
movement.
Ectoplasmic Form: You gain benefits of being
insubstantial and can fly slowly.
Freedom of Movement, Psionic: You cannot be held or
otherwise rendered immobile.
Shatter Mind Blank: Cancels target’s mind blank effect.
Psionic Powers Overview ▪ POWERS
Chapter Six: Powers
Psionic Powers Overview
Psionic powers spring from sentient minds. Even an
undead creature or a being that has no physical form
can create a reserve of inner strength necessary to
manifest powers, as long as it has an Intelligence score
of at least 1. Vermin possessed of a hive mind ability
are an exception to this rule.
A psionic power is a one-time psionic effect.
Psionic characters and creatures need not prepare their
powers for use ahead of time. They either have sufficient
power points to manifest a power or they do not.
A power is manifested when a psionic
character pays its power point cost. Some psionic
creatures automatically manifest powers, called psilike abilities, without paying a power point cost. Other
creatures pay power points to manifest their powers,
just as characters do.
Each power has a specific effect. A power
known to a psionic character can be used whenever he
or she has power points to pay for it.
Manifesting Powers
Psionic characters and creatures manifest powers.
Whether they cost power points when manifested
by a psionic character, or are manifested as psi-like
abilities, powers’ effects remain the same. The process
of manifesting a power is akin to casting a spell, but
with significant differences.
Choosing a Power
First you must choose which power to manifest. You
can select any power you know, provided you are
capable of manifesting powers of that level or higher.
To manifest a power, you must pay power points,
which count against your daily total. You can manifest
the same power multiple times if you have points left
to pay for it.
Concentration
To manifest a power, you must concentrate. If
something threatens to interrupt your concentration
while you’re manifesting a power, you must succeed
on a Concentration check or lose the power points
without manifesting the power. The more distracting
the interruption and the higher the level of the power
that you are trying to manifest, the higher the DC.
(Higher-level powers require more mental effort.)
Injury: Getting hurt or being affected by hostile
psionics while trying to manifest a power can break
your concentration and ruin a power. If you take
damage while trying to manifest a power, you must
make a Concentration check (DC 10 + points of damage
taken + the level of the power you’re manifesting). The
interrupting event strikes during manifestation if it
occurs between when you start and when you complete
manifesting a power (for a power with a manifesting
time of 1 round or longer) or if it comes in response
to your manifesting the power (such as an attack of
opportunity provoked by the manifesting of the power
or a contingent attack from a readied action).
If you are taking continuous damage, half of
the damage is considered to take place while you are
manifesting a power. You must make a Concentration
check (DC 10 + 1/2 the damage that the continuous
source last dealt + the level of the power you’re
manifesting).
If the last damage dealt was the last damage
that the effect could deal then the damage is over and it
does not distract you.
Repeated damage does not count as continuous
damage.
Power: If you are affected by a power while attempting
to manifest a power of your own, you must make
a Concentration check or lose the power you are
manifesting. If the power affecting you deals damage,
the Concentration DC is 10 + points of damage + the
level of the power you’re manifesting. If the power
interferes with you or distracts you in some other way,
the Concentration DC is the power’s save DC + the
level of the power you’re manifesting. For a power
with no saving throw, it’s the DC that the power’s
saving throw would have if a save were allowed.
Grappling or Pinned: To manifest a power while
grappling or pinned, you must make a Concentration
check (DC 20 + the level of the power you’re
manifesting) or lose the power.
Vigorous Motion: If you are riding on a moving
mount, taking a bouncy ride in a wagon, on a small
boat in rough water, below deck in a storm-tossed ship,
or simply being jostled in a similar fashion, you must
make a Concentration check (DC 10 + the level of the
power you’re manifesting) or lose the power.
Violent Motion: If you are on a galloping horse, taking
a very rough ride in a wagon, on a small boat in rapids
or in a storm, on deck in a storm-tossed ship, or being
tossed roughly about in a similar fashion, you must
make a Concentration check (DC 15 + the level of the
power you’re manifesting) or lose the power.
Violent Weather: If you are in a high wind carrying
blinding rain or sleet, the DC is 5 + the level of the
power you’re manifesting. If you are in wind-driven
hail, dust, or debris, the DC is 10 + the level of the
power you’re manifesting. In either case, you lose
the power if you fail the Concentration check. If the
weather is caused by a power, use the rules in the
Power subsection above.
Manifesting Powers on the Defensive: If you want
to manifest a power without provoking attacks of
opportunity, you need to dodge and weave. You must
make a Concentration check (DC 15 + the level of the
power you’re manifesting) to succeed. You lose the power
points without successful manifestation if you fail.
Entangled: If you want to manifest a power while
entangled in a net or while affected by a power with
similar effects you must make a DC 15 Concentration
check to manifest the power. You lose the power if you
fail.
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POWERS ▪ Counter-Manifesting
Counter-Manifesting
In the event that a class feature or other special
ability provides an adjustment to your manifester level,
this adjustment applies not only to all effects based
on manifester level (such as range, duration, and
augmentation potential) but also to your manifester
level check to overcome your target’s power resistance
and to the manifester level used in dispel checks (both
How Counter-Manifesting Works
To counter-manifest, you must select an opponent the dispel check and the DC of the check).
as the target of the counter-manifest. You do this by
choosing the ready action. In doing so, you elect to Power Failure
wait to complete your action until your opponent tries If you try to manifest a power in conditions where the
to manifest a power. (You may still move your speed, characteristics of the power (range, area, and so on)
cannot be made to conform, the manifestation fails and
since ready is a standard action.)
If the target of your counter-manifest tries to manifest the power points are wasted.
Powers also fail if your concentration is
a power, make a Psicraft check (DC 15 + the power’s
level). This check is a free action. If the check succeeds, broken (see Concentration, above).
you correctly identify the opponent’s power and can
attempt to counter it. If the check fails, you can’t do The Power’s Result
either of these things.
Once you know which creatures (or objects or areas)
To complete the action, you must then manifest the are affected, and whether those creatures have made
correct power. As a general rule, a power can only successful saving throws (if any were allowed), you
counter itself. If you are able to manifest the same can apply the effects of the power.
power, you manifest it, altering it slightly to create a
counter-manifest effect. If the target is within range,
Special Power Effects
both powers automatically negate each other with no
Certain special features apply to all powers.
other results.
Attacks: Some powers refer to attacking. All offensive
combat actions, even those that don’t damage opponents,
Counter-Manifesting Metapsionic Powers such as disarm and bull rush, are considered attacks. All
Metapsionic feats are not taken into account when powers that opponents can resist with saving throws,
determining whether a power can be countered.
that deal damage, or that otherwise harm or hamper
subjects are considered attacks. Astral construct and
similar powers are not considered attacks because the
Specific Exceptions
Some powers specifically counter each other, especially powers themselves don’t harm anyone.
Bonus Types: Many powers give creatures bonuses
when they have diametrically opposed effects.
to ability scores, Armor Class, attacks, and other
Dispel Psionics as a Counter-Manifest
You can use dispel psionics to counter-manifest attributes. Each bonus has a type that indicates how
another manifester, and you don’t need to identify the power grants the bonus. The important aspect of
the power he or she is manifesting. However, dispel bonus types is that two bonuses of the same type don’t
generally stack. With the exception of dodge bonuses,
psionics doesn’t always work as a counter-manifest.
most circumstance bonuses, and racial bonuses, only
the better bonus works (see Combining Psionic and
Counter-Manifesting and
Magical Effects, below). The same principle applies to
Psionics-Magic Transparency
penalties—a character taking two or more penalties of
Spells or powers that exactly duplicate each other, such the same type applies only the worst one.
as the charm person effect, can be used to counter each Bringing Back the Dead: Of all the psionic powers,
other. Dispel magic and dispel psionics can be used to only psionic raise dead and reality revision have the
counter either magic or psionic effects.
ability to restore slain characters to life. When a living
creature dies, its soul departs the body, leaves the
Material Plane, travels through the Astral Plane, and
Manifester Level
The variables of a power’s effect often depend on its goes to abide on the plane where the creature’s deity
manifester level, which is equal to your psionic class resides. If the creature did not worship a deity, its soul
level. A power that can be augmented for additional departs to the plane corresponding to its alignment.
effect is also limited by your manifester level (you Bringing someone back from the dead means retrieving
can’t spend more power points on a power than your his or her soul and returning it to his or her body.
manifester level). See Augment under Descriptive Text, Level Loss: The passage from life to death and back
again is a wrenching journey for a being’s soul.
below.
You can manifest a power at a lower manifester Consequently, any creature brought back to life usually
level than normal, but the manifester level must be high loses one level of experience. The character’s new
enough for you to manifest the power in question, and experience point total is midway between the minimum
all level-dependent features must be based on the same needed for his or her new (reduced) level and the
minimum needed for the next one. If the character was
manifester level.
It is possible to manifest any power as a counter to
another power being manifested. By doing so, you are
using the power’s energy to disrupt the manifesting of
the same power by another character.
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Psionic-Magic Transparency ▪ POWERS
1st level at the time of death, he or she loses 2 points
of Constitution instead of losing a level. This level loss
or Constitution loss cannot be repaired by any mortal
means, even through the spells wish or miracle. A
revived character can regain a lost level by earning XP
through further adventuring. A revived character who
was 1st level at the time of death can regain lost points
of Constitution by improving his or her Constitution
score when he or she attains a level that allows an
ability score increase.
Preventing Revivification: Enemies can take steps to
make it more difficult for a character to be returned
from the dead. Keeping the body prevents others from
using psionic raise dead or a single manifestation of
reality revision to restore the slain character to life (but
they can still use two manifestations of reality revision
to restore the slain character to life).
Revivification Against One’s Will: A soul cannot be
returned to life if it does not wish to be. A soul knows
the name, alignment, and patron deity (if any) of the
character attempting to revive it and may refuse to
return on that basis.
Psionics-Magic Transparency
Spells, spell-like abilities, and magic items that could
potentially affect psionics do affect psionics, although
they are not explicitly called out in the spell descriptions
or magic item descriptions.
Spell resistance is effective against powers,
using the same mechanics. Likewise, power resistance
is effective against spells, using the same mechanics as
spell resistance. If a creature has one kind of resistance,
it is assumed to have the other. (The effects have
similar ends despite having been brought about by
different means.)
All spells that dispel magic have equal effect
against powers of the same level using the same
mechanics, and vice versa.
The spell detect magic detects powers, their
number, and their strength and location within 3 rounds
(though a Psicraft check is necessary to identify the
discipline of the psionic aura).
Dead magic areas are also dead psionics areas.
The exception to this rule is preternatural
psionics. For the details of their interaction with other
psionics and magic, refer to Chapter One.
Combining and Stacking Effects
Multiple Effects: Powers or psionic effects usually
work as described no matter how many other powers,
psionic effects, spells, or magical effects happen to be
operating in the same area or on the same recipient.
Except in special cases, a power does not affect the way
another power or spell operates. Whenever a power has
a specific effect on other powers or spells, the power
description explains the effect (and vice versa for spells
that affect powers). Several other general rules apply
when powers, spells, magical effects, or psionic effects
operate in the same place.
Stacking Effects: Powers that provide bonuses or
penalties on attack rolls, damage rolls, saving throws,
and other attributes usually do not stack with themselves.
More generally, two bonuses of the same type don’t
stack even if they come from different powers, or one
from a power and one from a spell. You use whichever
bonus gives you the better result.
Different Bonus Types: The bonuses or penalties from
two different powers, or a power and a spell, stack if
the effects are of different types. A bonus that isn’t
named (just a “+2 bonus” rather than a “+2 insight
bonus”) stacks with any bonus.
Same Effect More than Once in Different Strengths: In
cases when two or more similar or identical effects are
operating in the same area or on the same target, but
at different strengths, only the best one applies. If one
power or spell is dispelled or its duration runs out, the
other power or spell remains in effect (assuming its
duration has not yet expired).
Same Effect with Differing Results: The same power or
spell can sometimes produce varying effects if applied
to the same recipient more than once. The last effect in
a series trumps the others. None of the previous spells
or powers are actually removed or dispelled, but their
effects become irrelevant for as long as the final spell
or power in the series lasts.
One Effect Makes Another Irrelevant: Sometimes, a
power can render another power irrelevant.
Multiple Mental Control Effects: Sometimes psionic or
magical effects that establish mental control render one
another irrelevant. Mental controls that don’t remove
the recipient’s ability to act usually do not interfere
with one another, though one may modify another. If a
creature is under the control of two or more creatures,
it tends to obey each to the best of its ability, and to the
extent of the control each effect allows. If the controlled
creature receives conflicting orders simultaneously, the
competing controllers must make opposed Charisma
checks to determine which one the creature obeys.
Powers and Spells with Opposite Effects: Powers
and spells with opposite effects apply normally with
all bonuses, penalties, or changes accruing in the order
that they apply. Some powers and spells negate or
counter each other. This is a special effect that is noted
in a power’s or spell’s description.
Instantaneous Effects: Two or more magical or
psionic effects with instantaneous durations work
cumulatively when they affect the same object, place,
or creature.
Powers and Power Points
Psionic characters manifest powers, which involve
the direct manipulation of personal mental energy.
These manipulations require natural talent and personal
meditation. A psionic character’s level limits the number
of power points available to manifest powers. A psionic
character’s relevant high score might allow him to gain
extra power points. He can manifest the same power
more than once, but each manifestation subtracts power
points from his daily limit. Manifesting a power is an
arduous mental task. To do so, a psionic character must
have a key ability score of at least 10 + the power’s
level.
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POWERS ▪ Powers and Power Points
Daily Power Point Acquisition: To regain used daily
power points, a psionic character must have a clear
mind. To clear his mind, he must first sleep for 8
hours. The character does not have to slumber for every
minute of the time, but he must refrain from movement,
combat, manifesting powers, skill use, conversation, or
any other demanding physical or mental task during the
rest period. If his rest is interrupted, each interruption
adds 1 hour to the total amount of time he has to rest to
clear his mind, and he must have at least 1 hour of rest
immediately prior to regaining lost power points. If the
character does not need to sleep for some reason, he
still must have 8 hours of restful calm before regaining
power points.
Recent Manifesting Limit/Rest Interruptions: If a
psionic character has manifested powers recently, the
drain on his resources reduces his capacity to regain
power points. When he regains power points for the
coming day, all power points he has used within the last
8 hours count against his daily limit.
Peaceful Environment: To regain power points, a
psionic character must have enough peace, quiet, and
comfort to allow for proper concentration. The psionic
character’s surroundings need not be luxurious, but
they must be free from overt distractions, such as
combat raging nearby or other loud noises. Exposure to
inclement weather prevents the necessary concentration,
as does any injury or failed saving throw the character
might incur while concentrating on regaining power
points.
Regaining Power Points: Once the character has
rested in a suitable environment, it takes only an act of
concentration spanning 1 full round to regain all power
points of the psionic character’s daily limit.
Death and Power Points: If a character dies, all daily
power points stored in his mind are wiped away. A
potent effect (such as reality revision) can recover the
lost power points when it recovers the character.
Adding Powers
Psionic characters can learn new powers when they
attain a new level. A psion can learn any power from
the psion/wilder list and powers from his chosen
discipline’s list. A wilder can learn any power from
the psion/wilder list. A psychic warrior can learn any
power from the psychic warrior list.
Powers Gained at a New Level: Psions and other
psionic characters perform a certain amount of personal
meditation between adventures in an attempt to unlock
latent mental abilities. Each time a psionic character
attains a new level, he or she learns additional powers
according to his class description. Psions, psychic
warriors, and wilders learn new powers of their choice
in this fashion. These powers represent abilities
unlocked from latency. The powers must be of levels
the characters can manifest.
Independent Research: A psion also can research a
power independently, duplicating an existing power or
creating an entirely new one. If characters are allowed
to develop new powers, use these guidelines to handle
the situation.
122
Any kind of manifester can create a new
power. The research involved requires access to a
retreat conducive to uninterrupted meditation. Research
involves an expenditure of 200 XP per week and takes
one week per level of the power. At the end of that
time, the character makes a Psicraft check (DC 10 +
spell level). If that check succeeds, the character learns
the new power if her research produced a viable power.
If the check fails, the character must go through the
research process again if she wants to keep trying.
Manifest an Unknown Power
from Another’s Powers Known
A psionic character can attempt to manifest a power from
a source other than his own knowledge (usually another
willing psionic character). To do so, the character must
first make contact (a process similar to addressing a
power stone, requiring a Psicraft check against a DC
of 15+ the highest level power in the repertoire). A
psionic character can make contact with only a willing
psionic character or creature (unconscious creatures
are considered willing, but psionic characters under
the effects of other immobilizing conditions are not).
Characters who can’t use power stones for any reason
are also banned from attempting to manifest powers
from the knowledge of other psionic characters. Mental
contact requires 1 full round of physical contact, which
can provoke attacks of opportunity. Once contact
is achieved, the character becomes aware of all the
powers the other character knows up to the highest
level of power the contactor knows himself.
Next, the psionic character must choose one of
the powers and make a second Psicraft check (DC 15 +
the power’s level) to see if he understands it. If the power
is not on his class list, he automatically fails this check.
Upon successfully making contact with another
willing psionic character or creature and learning what
he can of one power in particular, the character can
immediately attempt to manifest that power even if
he doesn’t know it (and assuming he has power points
left for the day). He can attempt to manifest the power
normally on his next turn, and he succeeds if he makes
one additional Psicraft check (DC 15 + the power’s
level). He retains the ability to manifest the selected
power for only 1 round. If he doesn’t manifest the
power, fails the Psicraft check, or manifests a different
power, he loses his chance to manifest that power for
the day.
Using Stored Power Points
A variety of psionic items exist to store power points
for later use, in particular a storage device called a
cognizance crystal. Regardless of what sort of item
stores the power points, all psionic characters must
follow strict rules when tapping stored power points.
A Single Source: When using power points from a
storage item to manifest a power, a psionic character
may not pay the power’s cost with power points from
more than one source. He must either use an item, his
own power point reserve, or some other discrete power
point source to pay the manifestation cost.
Special Abilities ▪ POWERS
Recharging: Most power point storage devices allow
psionic characters to “recharge” the item with their
own power points. Doing this depletes the character’s
power point reserve on a 1-for-1 basis as if he had
manifested a power; however, those power points
remain indefinitely stored. The opposite is not true—
psionic characters may not use power points stored
in a storage item to replenish their own power point
reserves.
Special Abilities
Psionic creatures can create psionic effects without
having levels in a psionic class (although they can take
a psionic class to further enhance their abilities); such
creatures have the psionic subtype.
Characters using dorjes, cognizance crystals,
and other psionic items can also create psionic effects.
In addition to existing spell-like and supernatural
abilities, creatures can also have psi-like abilities.
(Psionic creatures may also have extraordinary and
natural abilities.)
Psi-Like Abilities: The manifestation of powers by
a psionic character is considered a psi-like ability, as
is the manifestation of powers by creatures without a
psionic class (creatures with the psionic subtype, also
simply called psionic creatures). Usually, a psionic
creature’s psi-like ability works just like the power of
that name. A few psi-like abilities are unique; these are
explained in the text where they are described.
Psi-like abilities have no verbal, somatic, or
material components, nor do they require a focus or
have an XP cost (even if the equivalent power has an
XP cost). The user activates them mentally. Armor
never affects a psi-like ability’s use. A psi-like ability
has a manifesting time of 1 standard action unless noted
otherwise in the ability description. In all other ways, a
psi-like ability functions just like a power. However, a
psionic creature does not have to pay a psi-like ability’s
power point cost.
Psi-like abilities are subject to power resistance
and to being dispelled by dispel psionics. They do not
function in areas where psionics are suppressed or
negated.
Supernatural Abilities: Some creatures have psionic
abilities that are considered supernatural. Psionic feats
are also supernatural abilities. These abilities cannot
be disrupted in combat, as powers can be, and do not
provoke attacks of opportunity (except as noted in their
descriptions). Supernatural abilities are not subject to
power resistance and cannot be negated or dispelled;
however, they do not function in areas where psionics
are suppressed.
Psionic Maladies
Ability Burn: This is a special form of ability damage
that cannot be magically or psionically healed. It is
caused by the use of certain psionic feats and powers.
It returns only through natural healing.
Disease, Cascade Flu: Spread by brain moles and
other vermin; injury; DC 13; incubation one day;
damage psionic cascade.
A psionic cascade is a loss of control
over psionic abilities. Using power points becomes
dangerous for a character infected by cascade flu, once
the incubation period has run its course. Every time
an afflicted character manifests a power, she must
make a DC 16 Concentration check. On a failed check,
a psionic cascade is triggered. The power operates
normally, but during the following round, without the
character’s volition, two additional powers she knows
manifest randomly, and their power cost is deducted
from the character’s reserve. During the next round,
three additional powers manifest, and so on, until
all the psionic character’s power points are drained.
Powers with a range of personal or touch always affect
the diseased character. For other powers that affect
targets, roll d%: On a 01–50 result, the power affects
the diseased character, and 51–00 indicates that the
power targets other creatures in the vicinity. Psionic
creatures (those that manifest their powers without
paying points) cascade until all the powers they know
have manifested at least twice.
As with any disease, a psionic character
who is injured or attacked by a creature carrying a
disease or parasite, or who otherwise has contact
with contaminated material, must make an immediate
Fortitude save. On a success, the disease fails to gain a
foothold. On a failure, the character takes damage (or
incurs the specified effect) after the incubation period.
Once per day afterward, the afflicted character must
make a successful Fortitude save to avoid repeating
the damage. Two successful saving throws in a row
indicate she has fought off the disease.
Disease, Cerebral Parasites: Spread by contact with
infected psionic creatures; contact; DC 15; incubation
1d4 days; damage 1d8 power points.
Cerebral parasites are tiny organisms,
undetectable to normal sight. An afflicted character
may not even know he carries the parasites—until he
discovers he has fewer power points for the day than
expected. Psionic creatures with cerebral parasites are
limited to using each of their known powers only once
per day (instead of freely manifesting them). See the
note about diseases under Cascade Flu, above.
Disease, Entropic Rot: Spread only by the creatures
that create the disease; DC 13; incubation 1 round;
damage 1d3 entropic damage.
Entropy is a powerful force, and when used
to create rot, it continues to eat away at normal matter
until nothing remains. The damage is suffered each
round until a successful save is made.
Negative Levels: Psionic characters can gain negative
levels just like members of other character classes.
A psionic character loses access to one power per
negative level from the highest level of power he can
manifest; he also loses a number of power points equal
to the cost of that power. If two or more powers fit these
criteria, the manifester decides which one becomes
inaccessible. The lost power becomes available again
as soon as the negative level is removed, providing
the manifester is capable of using it at that time. Lost
power points also return.
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POWERS ▪ Power Descriptions
Power Descriptions
originally diaphanous substance. Psionic creatures
The description of each power is presented in a standard created with metacreativity powers are considered
format. Each category of information is explained and constructs, not outsiders.
A creature or object brought into being cannot
defined below.
appear inside another creature or object, nor can it
appear floating in an empty space. It must arrive in
Name
The first line of every power description gives the an open location on a surface capable of supporting it.
name by which the power is generally known. A power The creature or object must appear within the power’s
might be known by other names in some locales, and range, but it does not have to remain within the range.
specific manifesters might have names of their own for For the purpose of psionics–magic transparency,
metacreativity powers are equivalent to powers of
their powers.
the conjuration school (thus, creatures immune to
conjuration spells are also immune to metacreativity
Discipline (Subdiscipline)
powers).
Beneath the power name is a line giving the discipline Creation: A power of the creation subdiscipline creates
(and the subdiscipline in parentheses, if appropriate) an object or creature in the place the manifester
that the power belongs to.
designates (subject to the limits noted above). If the
Every power is associated with one of six power has a duration other than instantaneous, psionic
disciplines (or Universal). A discipline is a group of energy holds the creation together, and when the power
related powers that work in similar ways. Each of the ends, the created creature or object vanishes without a
disciplines is discussed below.
trace, except for a thin film of glistening ectoplasm that
quickly evaporates. If the power has an instantaneous
duration, the created object or creature is merely
Clairsentience
Clairsentience powers enable you to learn secrets long assembled through psionics. It lasts indefinitely and
forgotten, to glimpse the immediate future and predict does not depend on psionics for its existence.
the far future, to find hidden objects, and to know what
is normally unknowable.
Psychokinesis
For the purpose of psionics–magic transparency, Psychokinetic powers manipulate energy or tap the
clairsentience powers are equivalent to powers of the power of the mind to produce a desired end. Many of
divination school (thus, creatures immune to divination these powers produce spectacular effects above and
spells are also immune to clairsentience powers).
beyond the power’s standard display (see Display,
Many clairsentience powers have cone-shaped below), such as moving, melting, transforming, or
areas. These move with you and extend in the direction blasting a target. Psychokinesis can deal large amounts
you look. The cone defines the area that you can sweep of damage.
each round. If you study the same area for multiple
For the purpose of psionics–magic transparency,
rounds, you can often gain additional information, as psychokinetic powers are equivalent to powers of the
noted in the descriptive text for the power.
evocation school (thus, creatures immune to evocation
Scrying: A power of the scrying subdiscipline creates spells are also immune to psychokinesis).
an invisible sensor that sends you information. Unless
noted otherwise, the sensor has the same powers of
sensory acuity that you possess. This includes any Psychometabolism
powers or effects that target you, but not powers or Psychometabolism powers change the physical
effects that emanate from you. However, the sensor properties of some creature, thing, or condition.
For the purpose of psionics– magic
is treated as a separate, independent sensory organ of
transparency,
psychometabolism powers are equivalent
yours, and thus functions normally even if you have
been blinded, deafened, or otherwise suffered sensory to powers of the transmutation school (thus, creatures
impairment. Any creature with an Intelligence score immune to transmutation spells are also immune to
of 12 or higher can notice the sensor by making a DC psychometabolism powers).
20 Intelligence check. The sensor can be dispelled as Healing: Psychometabolism powers of the healing
if it were an active power. Lead sheeting or psionic subdiscipline can remove damage from creatures.
protection blocks scrying powers, and you sense that However, psionic healing usually falls short of divine
magical healing in direct comparisons.
the power is so blocked.
Metacreativity
124
Metacreativity powers create objects, creatures, or
some form of matter. Creatures you create usually, but
not always, obey your commands.
A metacreativity power draws raw ectoplasm
from the Astral Plane to create an object or creature in
the place the psionic character designates (subject to
the limits noted above). Objects created in this fashion
are as solid and durable as normal objects, despite their
Psychoportation
Psychoportation powers move the manifester, an object,
or another creature through space and time.
For the purpose of psionics–magic
transparency, psychoportation powers do not have an
equivalent school.
Teleportation: A power of the teleportation
subdiscipline transports one or more creatures or objects
a great distance. The most potent of these powers can
Power Descriptions ▪ POWERS
Blast Powder and Psychoportation Effects
Blast Powder is affected by the same limitations when
affected by Psychoportation (Teleportation) effects
as it is when affected by Conjuration (Teleportation)
effects. That is, carrying more than 20 shots worth
causes an explosion. Refer to the Player’s Guide to
Arcanis for complete details.
Language-Dependent
A language-dependent power uses intelligible language
as a medium.
Mind-Affecting
A mind-affecting power works only against creatures
with an Intelligence score of 1 or higher.
cross planar boundaries. Usually the transportation is
Preternatural
one-way (unless otherwise noted) and not dispellable.
Preternatural powers do not follow the psionics-magic
Teleportation is instantaneous travel through the Astral
transparency rules. These powers are only available to
Plane. Anything that blocks astral travel also blocks
manifesters who can manifest preternatural powers.
teleportation.
In Living Arcanis these powers are only
able to be learned by characters who can manifest
Telepathy
preternatural psionics of the appropriate level to learn
Telepathic powers can spy on and affect the minds of the selected power.
others, influencing or controlling their behavior.
Most telepathic powers are mind-affecting.
Level
For the purpose of psionics–magic transparency,
The next line of the power description gives a power’s
telepathy is equivalent to the enchantment school (thus,
level, a number between 1 and 9 that defines the
creatures resistant to enchantment spells are equally
power’s relative strength (although at least one power
resistant to telepathy powers).
has a level of 10, indicating that only an epic level
Charm: A power of the charm subdiscipline changes
manifester with the correct feats can manifest this
the way the subject views you, typically making it see
power). This number is preceded by the name of the
you as a good friend.
class whose members can manifest the power. If a
Compulsion: A power of the compulsion subdiscipline
power is part of a discipline’s list instead of the psion’s
forces the subject to act in some manner or changes
general power list, this will be indicated by the name of
the way her mind works. Some compulsion powers
the discipline’s specialist. The specialists a power can
determine the subject’s actions or the effects on the
be associated with include Egoist (psychometabolism),
subject, while some allow you to determine the subject’s
Kineticist (psychokinesis), Nomad (psychoportation),
actions when you manifest them, and still others give
Seer (clairsentience), Shaper (metacreativity), and
you ongoing control over the subject.
Telepath (telepathy).
Universal
Universal powers are those powers that do not fall
into a specific discipline category. For the purpose
of psionics-magic transparency, universal powers
are directly equivalent to universal spells. Creatures
resistant to universal spells are equally resistant to
universal powers.
Descriptor
Appearing on the same line as the discipline and
subdiscipline (when applicable) is a descriptor that
further categorizes the power in some way. Some
powers have more than one descriptor.
The descriptors that apply to powers are acid, cold, death,
electricity, entropy, evil, fire, force, good, languagedependent, light, mind-affecting, preternatural, and
sonic.
Most of these descriptors have no game effect
by themselves, but they govern how the power interacts
with other powers, with spells, with special abilities,
with unusual creatures, with alignment, and so on.
Entropy
The entropy subtype is similar to an energy subtype,
in as much that it indicates an energy type. However,
entropy damage cannot be resisted by normal means.
Display
When a power is manifested, a display may accompany
the primary effect. This secondary effect may be
auditory, material, mental, olfactory, or visual. No
power’s display is significant enough to create
consequences for the psionic creatures, allies, or
opponents during combat. The secondary effect for a
power occurs only if the power’s description indicates
it. If multiple powers with similar displays are in effect
simultaneously, the displays do not necessary become
more intense. Instead, the overall display remains
much the same, though with minute spikes in intensity.
A Psicraft check (DC 10 + 1 per additional power in
use) reveals the exact number of simultaneous powers
in play.
Dispense with Displays: Despite the fact that almost
every power has a display, a psionic character can
always choose to manifest the power without the flashy
accompaniment. To manifest a power without any
display (no matter how many displays it might have), a
manifester must make a Concentration check (DC 15 +
the level of the power). This check is part of the action
of manifesting the power. If the check is unsuccessful,
the power manifests normally with its display.
Even if a manifester manifests a power
without a display, he is still subject to attacks of
opportunity in appropriate circumstances. (Of course,
another Concentration check can be made as normal
125
POWERS ▪ Power Descriptions
to either manifest defensively or maintain the power if
attacked.) Removing the display from a power does not
prevent foes from identifying the power.
Auditory: A bass-pitched hum issues from the
manifester’s vicinity or in the vicinity of the power’s
subject (manifester’s choice), eerily akin to many
deep-pitched voices. The sound grows in a second from
hardly noticeable to as loud as a shout strident enough
to be heard within 100 feet. At the manifester’s option,
the instantaneous sound can be so soft that it can be
heard only within 15 feet with a successful DC 10
Listen check. Some powers describe unique auditory
displays.
Material: The subject or the area is briefly slicked with
a translucent, shimmering substance. The glistening
substance evaporates after 1 round regardless of the
power’s duration. Sophisticated psions recognize the
material as ectoplasmic seepage from the Astral Plane;
this substance is completely inert.
Mental: A subtle chime rings once in the minds
of creatures within 15 feet of either the manifester
or the subject (at the manifester’s option). At the
manifester’s option, the chime can ring continuously
for the power’s duration. Some powers describe unique
mental displays.
Olfactory: An odd but familiar odor brings to mind a
brief mental flash of a long-buried memory. The scent
is difficult to pin down, and no two individuals ever
describe it the same way. The odor originates from the
manifester and spreads to a distance of 20 feet, then
fades in less than a second (or lasts for the duration, at
the manifester’s option).
Visual: The manifester’s eyes burn like points of silver
fire while the power remains in effect. A rainbow-flash
of light sweeps away from the manifester to a distance
of 5 feet and then dissipates, unless a unique visual
display is described. This is the case when the Display
entry includes “see text,” which means that a visual
effect is described somewhere in the text of the power.
Manifesting Time
Most powers have a manifesting time of 1 standard
action. Others take 1 round or more, while a few
require only a free action.
A power that takes 1 round to manifest
requires a full-round action. It comes into effect just
before the beginning of your turn in the round after you
began manifesting the power. You then act normally
after the power is completed.
A power that takes 1 minute to manifest comes
into effect just before your turn 1 minute later (and for
each of those 10 rounds, you are manifesting a power
as a full-round action, as noted above for 1-round
manifesting times). These actions must be consecutive
and uninterrupted, or the power points are lost and the
power fails.
When you use a power that takes 1 round or
longer to manifest, you must continue the concentration
from the current round to just before your turn in the
next round (at least). If you lose concentration before
the manifesting time is complete, the power points are
lost and the power fails.
126
You make all pertinent decisions about a
power (range, target, area, effect, version, and so forth)
when the power comes into effect.
New Action Types
Swift Action: A swift action consumes a very small
amount of time, but represents a larger expenditure of
effort and energy than a free action. You can perform
one swift action per turn without affecting your ability
to perform other actions. In that regard, a swift action
is like a free action. However, you can perform only a
single swift action per turn, regardless of what other
actions you take. You can take a swift action any time
you would normally be allowed to take a free action.
Swift actions usually involve psionics or the activation
of psionic items; many characters (especially those
who don’t use psionics) never have an opportunity to
take a swift action.
Manifesting a quickened power is a swift
action. In addition, manifesting any power with a
casting time of 1 swift action is a swift action.
Manifesting a power with a manifesting time of 1 swift
action does not provoke attacks of opportunity.
Immediate Action: Much like a swift action, an
immediate action consumes a very small amount of
time, but represents a larger expenditure of effort and
energy than a free action. However, unlike a swift
action, an immediate action can be performed at any
time—even if it’s not your turn. Using an immediate
action on your turn is the same as using a swift
action, and counts as your swift action for that turn.
You cannot use another immediate action or a swift
action until after your next turn if you have used an
immediate action when it is not currently your turn
(effectively, using an immediate action before your turn
is equivalent to using your swift action for the coming
turn). You also cannot use an immediate action if you
are currently flat-footed.
Range
A power’s range indicates how far from you it can
reach, as defined in the Range entry of the power
description. A power’s range is the maximum distance
from you that the power’s effect can occur, as well
as the maximum distance at which you can designate
the power’s point of origin. If any portion of the area
would extend beyond the range, that area is wasted.
Standard ranges include the following.
Personal: The power affects only you.
Touch: You must touch a creature or object to affect it.
A touch power that deals damage can score a critical hit
just as a weapon can. A touch power threatens a critical
hit on a natural roll of 20 and deals double damage on a
successful critical hit. Some touch powers allow you to
touch multiple targets. You can touch as many willing
targets as you can reach, but all targets of the spell
must be touched in the same round that you manifest
the power.
Close: The power reaches as far as 25 feet away from
you. The maximum range increases 5 feet for every two
manifester levels you have.
Power Descriptions ▪ POWERS
Medium: The power reaches as far as 100 feet + 10
feet per manifester level.
Long: The power reaches as far as 400 feet + 40 feet
per manifester level.
Range Expressed in Feet: Some powers have no
standard range category; just a range expressed in
feet.
Aiming a Power
You must make some choice about whom the power
is to affect or where the power’s effect is to originate,
depending on the type of power. The next entry in
a power description defines the power’s target (or
targets), its effect, or its area, as appropriate.
Target or Targets: Some powers have a target or
targets. You manifest these powers on creatures or
objects, as defined by the power itself. You must be
able to see or touch the target, and you must specifically
choose that target. However, you do not have to select
your target until you finish manifesting the power.
If you manifest a targeted power on the wrong type of
target the power has no effect. If the target of a power
is yourself (the power description has a line that reads
“Target: You”), you do not receive a saving throw and
power resistance does not apply. The Saving Throw
and Power Resistance lines are omitted from such
powers.
Some powers can be manifested only on
willing targets. Declaring yourself as a willing target is
something that can be done at any time (even if you’re
flat-footed or it isn’t your turn). Unconscious creatures
are automatically considered willing, but a character
who is conscious but immobile or helpless (such as one
who is bound, cowering, grappling, paralyzed, pinned,
or stunned) is not automatically willing. The Saving
Throw and Power Resistance lines are usually omitted
from such powers, since only willing subjects can be
targeted.
Effect: Some powers, such as most metacreativity
powers, create things rather than affect things that
are already present. Unless otherwise noted in the
power description, you must designate the location
where these things are to appear, either by seeing it or
defining it. Range determines how far away an effect
can appear, but if the effect is mobile, it can move
regardless of the power’s range once created.
Ray: Some effects are rays. You aim a ray as if using
a ranged weapon, though typically you make a ranged
touch attack rather than a normal ranged attack. As
with a ranged weapon, you can fire into the dark or at
an invisible creature and hope you hit something. You
don’t have to see the creature you’re trying to hit, as
you do with a targeted power. Intervening creatures
and obstacles, however, can block your line of sight or
provide cover for the creature you’re aiming at.
If a ray power has a duration, it’s the duration of the
effect that the ray causes, not the length of time the ray
itself persists.
If a ray power deals damage, you can score
a critical hit just as if it were a weapon. A ray power
threatens a critical hit on a natural roll of 20 and deals
double damage on a successful critical hit.
Spread: Some effects spread out from a point of origin
(which may be a grid intersection, or may be the
manifester) to a distance described in the power. The
effect can extend around corners and into areas that you
can’t see. Figure distance by actual distance traveled,
taking into account turns the effect may take. When
determining distance for spread effects, count around
walls, not through them. As with movement, do not
trace diagonals across corners. You must designate the
point of origin for such an effect (unless the effect is
centered on you), but you need not have line of effect
(see below) to all portions of the effect.
(S) Shapeable: If an Effect line ends with “(S)” you
can shape the power. A shaped effect can have no
dimension smaller than 10 feet.
Area: Some powers affect an area. Sometimes a power
description specifies a specially defined area, but
usually an area falls into one of the categories defined
below.
Regardless of the shape of the area, you select
the point where the power originates, but otherwise
you usually don’t control which creatures or objects
the power affects. The point of origin of a power that
affects an area is always a grid intersection. When
determining whether a given creature is within the
area of a power, count out the distance from the point
of origin in squares just as you do when moving a
character or when determining the range for a ranged
attack. The only difference is that instead of counting
from the center of one square to the center of the next,
you count from intersection to intersection.
You can count diagonally across a square, but
every second diagonal counts as 2 squares of distance.
If the far edge of a square is within the power’s area,
anything within that square is within the power’s
area. If the power’s area touches only the near edge
of a square, however, anything within that square is
unaffected by the power.
Burst, Emanation, or Spread: Most powers that affect
an area function as a burst, an emanation, or a spread.
In each case, you select the power’s point of origin and
measure its effect from that point. A burst power affects
whatever it catches in its area, including creatures that
you can’t see. It can’t affect creatures with total cover
from its point of origin (in other words, its effects
don’t extend around corners). The default shape for
a burst effect is a sphere, but some burst powers are
specifically described as cone-shaped.
A burst’s area defines how far from the point
of origin the power’s effect extends.
An emanation power functions like a burst power,
except that the effect continues to radiate from the
point of origin for the duration of the power.
A spread power spreads out like a burst but
can turn corners. You select the point of origin, and the
power spreads out a given distance in all directions.
Figure the area the power effect fills by taking into
account any turns the effect takes.
Cone, Line, or Sphere: Most powers that affect an
area have a particular shape, such as a cone, line, or
sphere. A cone-shaped power shoots away from you in
a quarter-circle in the direction you designate. It starts
127
POWERS ▪ Power Descriptions
Subjects, Effects, and Areas: If the power affects
creatures directly the result travels with the subjects
for the power’s duration. If the power creates an effect,
the effect lasts for the duration. The effect might move
or remain still. Such an effect can be destroyed prior to
when its duration ends. If the power affects an area then
the power stays with that area for its duration. Creatures
become subject to the power when they enter the area
and are no longer subject to it when they leave.
Touch Powers and Holding the Charge: In most
cases, if you don’t discharge a touch power on the round
you manifest it, you can hold the charge (postpone the
discharge of the power) indefinitely. You can make
touch attacks round after round. If you touch anything
with your hand while holding a charge, the power
discharges. If you manifest another power, the touch
power dissipates.
Some touch powers allow you to touch
multiple targets as part of the power. You can’t hold
the charge of such a power; you must touch all the
targets of the power in the same round that you finish
manifesting the power. You can touch one friend (or
yourself) as a standard action or as many as six friends
as a full round action.
Discharge: Occasionally a power lasts for a set
duration or until triggered or discharged.
(D) Dismissible: If the Duration line ends with “(D),”
you can dismiss the power at will. You must be within
range of the power’s effect and must mentally will
the dismissal, which causes the same display as when
you first manifested the power. Dismissing a power
is a standard action that does not provoke attacks of
opportunity. A power that depends on concentration is
dismissible by its very nature, and dismissing it does not
Duration
A power’s Duration line tells you how long the psionic take an action or cause a display, since all you have to do
to end the power is to stop concentrating on your turn.
energy of the power lasts.
Timed Durations: Many durations are measured in
rounds, minutes, hours, or some other increment. When Saving Throw
the time is up, the psionic energy sustaining the effect Usually a harmful power allows a target to make a
fades, and the power ends. If a power’s duration is saving throw to avoid some or all of the effect. The
variable it is rolled secretly.
Saving Throw line in a power description defines
Instantaneous: The psionic energy comes and which type of saving throw the power allows and
goes the instant the power is manifested, though the describes how saving throws against the power work.
consequences might be long-lasting.
Negates: The power has no effect on a subject that
Permanent: The energy remains as long as the effect makes a successful saving throw.
does. This means the power is vulnerable to dispel Partial: The power causes an effect on its subject, such
psionics.
as death. A successful saving throw means that some
Concentration: The power lasts as long as you lesser effect occurs (such as being dealt damage rather
concentrate on it. Concentrating to maintain a power than being killed).
is a standard action that does not provoke attacks Half: The power deals damage, and a successful saving
of opportunity. Anything that could break your throw halves the damage taken (round down).
concentration when manifesting a power can also break None: No saving throw is allowed.
your concentration while you’re maintaining one, (object): The power can be manifested on objects,
causing the power to end. You can’t manifest a power which receive saving throws only if they are psionic or
while concentrating on another one. Some powers may if they are attended (held, worn, grasped, or the like) by
last for a short time after you cease concentrating. In a creature resisting the power, in which case the object
such a case, the power keeps going for the given length uses the creature’s saving throw bonus unless its own
of time after you stop concentrating, but no longer. bonus is greater. (This notation does not mean that a
Otherwise, you must concentrate to maintain the power, power can be manifested only on objects. Some powers
but you can’t maintain it for more than a stated duration of this sort can be manifested on creatures or objects.)
in any event. If a target moves out of range, the power A psionic item’s saving throw bonuses are each equal
reacts as if your concentration had been broken.
to 2 + one-half the item’s manifester level.
from any corner of your square and widens out as it
goes. Most cones are either bursts or emanations (see
above), and thus won’t go around corners.
A line-shaped power shoots away from you
in a line in the direction you designate. It starts from
any corner of your square and extends to the limit of
its range or until it strikes a barrier that blocks line
of effect. A line-shaped power affects all creatures in
squares that the line passes through or touches.
A sphere-shaped power expands from its point
of origin to fill a spherical area. Spheres may be bursts,
emanations, or spreads.
Other: A power can have a unique area, as defined in
its description.
Line of Effect: A line of effect is a straight, unblocked
path that indicates what a power can affect. A solid
barrier cancels a line of effect, but it is not blocked by
fog, darkness, and other factors that limit normal sight.
You must have a clear line of effect to any target that
you manifest a power on or to any space in which you
wish to create an effect. You must have a clear line of
effect to the point of origin of any power you manifest.
A burst, cone, or emanation power affects
only an area, creatures, or objects to which it has line of
effect from its origin (a spherical burst’s center point,
a cone-shaped burst’s starting point, or an emanation’s
point of origin). An otherwise solid barrier with a hole
of at least 1 square foot through it does not block a
power’s line of effect. Such an opening means that the
5-foot length of wall containing the hole is no longer
considered a barrier for the purpose of determining a
power’s line of effect.
128
Power Description ▪ POWERS
(harmless): The power is usually Table 6-2: Power Points by Power Level
beneficial, not harmful, but a targeted Power Level
1 2 3 4 5 6
7
8
9 10
creature can attempt a saving throw if
Power
Point
Cost
1
3
5
7
9
11
13
15
17
21
it desires.
Saving Throw Difficulty Class: A
Power Resistance
saving throw against your power has a DC 10 +
Power resistance is a special defensive ability. If your
the level of the power + your key ability modifier
power is being resisted by a creature with power
(Intelligence for a psion, Wisdom for a psychic warrior,
resistance, you must make a manifester level check
or Charisma for a wilder). A power’s level can vary
(d20 + manifester level) at least equal to the creature’s
depending on your class. Always use the power level
power resistance for the power to affect that creature.
applicable to your class.
The defender’s power resistance functions like an
Succeeding on a Saving Throw: A creature that
Armor Class against psionic attacks. Spell resistance
successfully saves against a power that has no obvious
is equivalent to power resistance unless the Psionics Is
physical effects feels a hostile force or a tingle, but
Different option is in use. Include any adjustments to
cannot deduce the exact nature of the attack. Likewise,
your manifester level on this manifester level check.
if a creature’s saving throw succeeds against a targeted
The Power Resistance line and the descriptive text of
power you sense that the power has failed. You do not
a power description tell you whether power resistance
sense when creatures succeed on saves against effect
protects creatures from the power. In many cases,
and area powers.
power resistance applies only when a resistant creature
Failing a Saving Throw against Mind-Affecting
is targeted by the power, not when a resistant creature
Powers: If you fail your save, you are unaware that you
encounters a power that is already in place.
have been affected by a power.
The terms “object” and “harmless” mean
Automatic Failures and Successes: A natural 1 (the
the same thing for power resistance as they do for
d20 comes up 1) on a saving throw is always a failure,
saving throws. A creature with power resistance must
and the power may deal damage to exposed items
voluntarily lower the resistance (a standard action)
(see Items Surviving after a Saving Throw, below). A
to be affected by a power noted as harmless. In such
natural 20 (the d20 comes up 20) is always a success.
a case, you do not need to make the manifester level
Voluntarily Giving up a Saving Throw: A creature
check described above.
can voluntarily forego a saving throw and willingly
accept a power’s result. Even a character with a special
Power Points
resistance to psionics can suppress this quality.
Items Surviving after a Saving Throw: Unless the All powers have a Power Points line, indicating the
descriptive text for the power specifies otherwise, all power’s cost.
items carried or worn by a creature are assumed to The psionic character class tables show how many
survive a psionic attack. If a creature rolls a natural power points a character has access to each day,
1 on its saving throw against the effect, however, an depending on level.
exposed item is harmed (if the attack can harm objects). A power’s cost is determined by its level, as shown
Refer to Table 6-1: Items Affected by Psionic Attacks. below. Every power’s cost is noted in its description
Determine which four objects carried or worn by for ease of reference.
the creature are most likely to be affected and roll Power Point Limit: Some powers allow you to spend
randomly among them. The randomly determined item more than their base cost to achieve an improved effect,
must make a saving throw against the attack form or or augment the power. The maximum number of points
you can spend on a power (for any reason) is equal to
take whatever damage the attack deals.
your manifester level.
XP Cost (XP): On the same line that the power point
Table 6-1: Items Affected by Psionic Attacks
cost of a power is indicated, the power’s experience
Order 1 Item
point cost, if any, is noted. Particularly powerful effects
1st
Shield
entail an experience point cost to you. No spell or power
2nd
Armor
can restore XP lost in this manner. You cannot spend so
much XP that you lose a level, so you cannot manifest
3rd
Psionic or magic helmet, or psicrown
a power with an XP cost unless you have enough XP
4th
Item in hand (including weapon, dorje,
to spare. However, you can, on gaining enough XP
or the like)
to attain a new level, use those XP for manifesting a
5th
Psionic or magic cloak
power rather than keeping them and advancing a level.
6th
Stowed or sheathed weapon
The XP are expended when you manifest the power,
7th
Psionic or magic bracers
whether or not the manifestation succeeds.
8th
Psionic or magic clothing
9th
Psionic or magic jewelry (including
Descriptive Text
rings)
This portion of a power description details what the
10th
Anything else
power does and how it works. If one of the previous
1 In order of most likely to least likely to be affected.
lines in the description included “see text,” this is
where the explanation is found. If the power you’re
129
POWERS ▪ Adapt Body-Affix
reading about is based on another power you might
have to refer to a different power for the “see text”
information. If a power is the equivalent of a spell an
entry of “see spell text” directs you to the appropriate
spell description.
Augment: Many powers have variable effects based
on the number of power points you spend when you
manifest them. The more points spent, the more powerful
the manifestation. How this extra expenditure affects a
power is specific to the power. Some augmentations
allow you to increase the number of damage dice, while
others extend a power’s duration or modify a power
in unique ways. Each power that can be augmented
includes an entry giving how many power points it
costs to augment and the effects of doing so. However,
you can spend only a total number of points on a power
equal to your manifester level.
Augmenting a power takes place as part of another
action (manifesting a power). Unless otherwise
noted in the Augment section of an individual power
description, you can augment a power only at the time
you manifest it.
Powers
Adapt Body
Psychometabolism
Level: Psion/Wilder 5, Psychic Warrior 5, Swamp
Lord 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 9
Your body automatically adapts to hostile environments.
You can adapt to underwater, extremely hot, extremely
cold, or airless environments, allowing you to survive
as if you were a creature native to that environment. You
can breathe and move (though penalties to movement
and attacks, if any for a particular environment, remain),
and you take no damage simply from being in that
environment. You need not specify what environment
you are adapting to when you manifest this power;
simply activate it, and your body will instantly adapt
to any hostile environment as needed throughout the
duration.
You can somewhat adapt to extreme
environmental features such as acid, lava, fire, and
electricity. Any environmental feature that normally
directly deals 1 or more dice of damage per round deals
you only half the usual amount of damage.
130
Affinity Field
Psychometabolism
Level: Egoist 9
Display: Material and visual
Manifesting Time: 1 standard action
Range: 20 feet.
Area: 20-foot-radius emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (potentially
harmless)
Power Resistance: Yes
Power Points: 17
You create an affinity feedback loop with all creatures
within the area. While the duration lasts, affected
creatures take all damage (including ability damage) as
you do and heal all wounds as you do. Hit points gained
or lost persist after this power ends.
Creatures in range are also subject to magical
and psionic effects of 3rd level or lower. Creatures that
have an affinity to you gain a saving throw against
each new power transferred through the affinity field
as if the power were manifested upon them normally.
All magical and psionic effects transferred to subjects
fade at the end of this power’s duration, although
instantaneous effects remain. If you suddenly become
immune to a particular effect or power, the effect or
power to which you are immune cannot be transferred
to creatures that have affinity to you.
Affix
Psychokinesis
Level: Mist Wanderer 2, Psion/Wilder 2, Rhi’zen 2
Display: Auditory, Material
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet / level)
Target: One medium or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 3
You cause the target to become lodged in the underlying
fabric of the plane. If the target fails their saving throw,
they become unable to move from their current location,
and suffer a –6 penalty to Dexterity (this cannot reduce
the target’s Dexterity to below 1).
This power does not prevent the target from
attacking, casting spells, manifesting powers, and
otherwise continuing to act; it simply prevents the
target from physically moving.
This power does not prevent the target from
using dimensional travel to move; however, so long as
they return to this plane during the power’s duration,
they remain physically incapable of moving from the
location they arrive at.
This power also prevents other creatures from
moving the target from their current location using
physical means.
Augment: You may augment this power using one or
more of the following options:
1. If you spend 6 additional power points, the duration
of this power is increased to 1 minute/level; the power
is still dispellable.
2. For each 2 power points you spend, this power can
affect a target of up to one additional size category
larger than it normally could.
3. For each 4 additional power points you spend, you
may target an additional creature. This targeted creature
must be within 15 feet of all other targets. If multiple
creatures are targeted that are larger than medium-size,
you must spend the augmentation separately for each
one to accommodate their size.
Anchored Navigation-Arcane Masquerade ▪ POWERS
Anchored Navigation
Clairsentience
Level: Seer 4
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 7
You know where you are in relation to a fixed starting
point, which is essential for setting up a mishap-free
teleport beacon. While the duration lasts, you are
aware of your exact distance and route (physical or
psychoportive) back to a fixed starting point. The
“anchored” starting point is your exact location when
you manifest the power. To designate other anchored
starting points, you must manifest this power multiple
times and be present at the desired locations when you
do so.
You can also retrace your steps through a
maze automatically while the power lasts, without
resorting to a map.
Anchored navigation grants you a mindlink
with one designated creature who remains within
a 60-foot radius of the starting point, regardless of
the distance between you and the creature. The use
of anchored navigation is confined to the plane of
existence where you manifest it.
Augment: If you spend 6 additional power points,
the effect of this power extends across all planar
boundaries.
Animal Affinity
Psychometabolism
Level: Egoist 2, Psychic Warrior 2, Adept of
Shadows 2
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 3
You forge a psychometabolic affinity with an idealized
animal form, thereby boosting one of your ability
scores (choose either Strength, Dexterity, Constitution,
Intelligence, Wisdom, or Charisma). The power grants
a +4 enhancement bonus to the ability score you
choose, adding the usual benefits provided by a high
ability bonus. Because you are emulating the idealized
form of an animal, you also take on minor aspects of
the animal you choose. If you choose to increase the
ability you use to manifest powers, you do not gain
the benefit of an increased ability score long enough to
gain any bonus power points for a high ability score,
but the save DCs of your powers increase for the
duration of this power.
Augment: For every 5 additional power points you
spend, this power grants a +4 enhancement bonus to
another ability.
Apopsi
Telepathy [Mind-Affecting]
Level: Psion/Wilder 9
Display: Auditory, material, and visual
Manifesting Time: 1 round
Range: Close (25 feet + 5 feet/2 levels)
Target: One living psionic creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 17, XP
By using this power, you delete 1d4 powers permanently
from the subject’s mind. You specify the level of each
power, and the DM randomly determines which of the
subject’s powers is actually deleted. Psychic chirurgery
or reality revision can be used to restore the lost
powers, but it must be performed within 1 week of
losing the powers. The miracle or wish spell may also
be used, but only if the manifesting of this power was
not preternatural.
XP Cost: 50 XP per level of the deleted powers.
Arcane Masquerade
Universal [Preternatural]
Level: Mist Wanderer 4, Psion/Wilder 7
Display: Special (see text)
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: See text
Saving Throw: See text
Power Resistance: See text
Power Points: 10 (Mist Wanderer), 13 (Psion/Wilder)
When you manifest this power you shape the forces
of Entropy into a form that exactly mimics an arcane
spell. The chosen spell may be of any level up to two
levels lower than the level of this power. Manifesting
this power merely shapes the energy required to cast
the chosen spell, you must still cast the spell (spending
the appropriate action(s) to cast the chosen spell).
If the chosen spell has a saving throw, then
calculate its saving throw based off the level of
this power. If the chosen spell is affected by spell
resistance, then you must make a caster level check,
using your manifester level as the spell’s caster level.
This power does not have a display; the only
visible effects of this power are whatever visible effects
the spell may produce.
Augment: For every additional 2 power points you
spend while manifesting this power, increase the level
of this power by one (for the purposes of the power’s
effects). The maximum emulated level of this power
cannot exceed 9th level.
131
POWERS ▪ Arcane Resilience-Astral Construct
Arcane Resilience
Clairsentience [Preternatural]
Level: Psion/Wilder 3
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 5
You gain spell resistance equal to 5 + your manifester
level that only applies against spells and spell-like
abilities. This power specifically does not follow the
psionics-magic transparency, and grants no benefit
against psionic powers of any type.
Arcane Shield
Metacreativity [Preternatural]
Level: Psion/Wilder 2, Psychic Warrior 3
Display: Auditory, Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 3 (Psion/Wilder), 5 (Psychic Warrior)
You create a thin film of ectoplasm that helps to shield
you against non-psionic energies. You receive a +2
resistance bonus to all saving throws made to resist
spells and spell-like abilities. This power specifically
does not follow the psionics-magic transparency, and
grants no benefit against psionic powers of any type.
Augment: For every 4 additional power points you
spend, the granted resistance bonus increases by +1
(maximum +5).
Armored Form
Psychokinesis
Level: Mist Wanderer 3, Psion/Wilder 3, Psychic
Warrior 4, Adept of Shadows 3
Display: Visual
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 5 (Mist Wanderer, Psion/Wilder, Adept
of Shadows), 7 (Psychic Warrior)
You draw a collection of stones, dirt, and other
detritus into a dense cloud that settles upon your flesh
protecting your vital areas from harm. This covering
grants you hardness 5 against all physical attacks.
Augment: For every three additional power points you
spend, the granted hardness increases by 2.
Assimilate
Psychometabolism
Level: Psion/Wilder 9, Shaper 9
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: Instantaneous and 1 hour; see text
Saving Throw: Fortitude half
Power Resistance: Yes
132
Power Points: 17
Your pointing finger turns black as obsidian. A creature
touched by you is partially assimilated into your form
and takes 20d6 points of damage. Any creature reduced
to 0 or fewer hit points by this power is killed, entirely
assimilated into your form, leaving behind only a trace
of fine dust. An assimilated creature’s equipment is
unaffected.
A creature that is partially assimilated into
your form (that is, a creature that has at least 1 hit point
following your use of this power) grants you a number
of temporary hit points equal to half the damage you
dealt for 1 hour.
A creature that is completely assimilated
grants you a number of temporary hit points equal to
the damage you dealt and a +4 enhancement bonus to
each of your ability scores for 1 hour. If the assimilated
creature knows psionic powers, you gain knowledge
of one of its powers for 1 hour; the maximum level
of the assimilated power is 5th level. You gain some
semblance of a creature you completely assimilate for
1 hour, granting you a +10 bonus on Disguise checks
made to appear as that creature during that time.
Astral Construct
Metacreativity (Creation)
Level: Shaper 1
Display: Visual; see text
Manifesting Time: 1 round
Range: Close (25 feet + 5 feet/2 levels)
Effect: One created astral construct
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
This power creates one 1st-level astral construct of
solidified ectoplasm that attacks your enemies. It
appears where you designate and acts immediately on
your turn. It attacks your opponents to the best of its
ability. As a free action, you can mentally direct it not
to attack, to attack particular enemies, or to perform
other actions. The astral construct acts normally on the
last round of the power’s duration and dissipates at the
end of its turn.
Astral constructs are not summoned; they
are created on the plane you inhabit (using ectoplasm
drawn from the Astral Plane). Thus, they are not subject
to effects that hedge out or otherwise affect outsiders;
they are constructs, not outsiders.
A shaper is limited to having a single astral
construct in existence at one time. If you attempt to
create a new astral construct while you already have
one in existence, then the first astral construct is
destroyed when the second construct is brought into
existence. If your construct is prematurely destroyed
or if you lose control of the construct, then you may
create a new one. The exception to the above is shapers
with the Dual Construct feat.
Augment: For every 2 additional power points you
spend, the level of the astral construct increases by 1.
Astral Seed-Aura Alteration ▪ POWERS
Astral Seed
Metacreativity
Level: Shaper 8
Display: Material; see text
Manifesting Time: 10 minutes
Range: 0 feet
Effect: One storage crystal
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 15
This power weaves strands of astral ectoplasm into
a crystal containing the seed of your living mind
(hardness 1 and 1 hit point). Creating this astral seed
requires you to burn 10,000 gp worth of incense. You
can have only one astral seed in existence at any one
time. Until such time as you perish, the astral seed
(also called the storage crystal) is utterly inert. If you
are slain at some later date, your soul transfers into the
storage crystal, which begins to dimly glow.
Upon transference, your physical remains
(should they still exist) become inert matter and cannot
thereafter be restored to life. The transfer from the
slain body to the astral seed works over any distance,
physical or extradimensional.
Once your body’s physical demise activates
the storage crystal, you have the abilities of a psicrystal
of the appropriate level, plus all the powers you knew
and the maximum power points you possessed when
astral seed was manifested—but you also have a
negative level that cannot be healed and that does not
convert to real level loss in your current crystalline
form. You have thirty days to grow an organic body,
after which time your sentience fades and your soul
passes on if it hasn’t entered a new body.
To grow a body, you (in the storage crystal)
must spend ten days in uninterrupted solitude. The
body’s constituent parts are pulled as ectoplasm from
the Astral Plane, then slowly molded and transformed
into a living, breathing body that is an exact duplicate
of your body at the time you manifested astral seed
(the crystal itself breaks down and becomes a part of
the new organic body). When the tenth day ends, you
completely and totally inhabit the new body. You are
returned to normal life; however, this entire process
causes you to lose a level, as if you had been returned
to life with the psionic raise dead power. You do not,
however, have any of your equipment.
If the body is struck for any amount of
damage during the ten-day period when it is growing,
it is destroyed and your soul passes on.
Power Points: 1
You plant a compelling attraction in the mind of the
subject. The attraction can be toward a particular
person or an object. The subject will take reasonable
steps to meet, get close to, attend, or find the object
of its implanted attraction. For the purpose of this
power, “reasonable” means that, while attracted, the
subject doesn’t suffer from blind obsession. He will act
on this attraction only when not engaged in combat.
The subject won’t perform obviously suicidal actions.
He can still recognize danger but will not flee unless
the threat is immediate. If you make the subject feel
an attraction to yourself, you can’t command him
indiscriminately, although he will be willing to listen to
you (even if he disagrees). This power grants you a +4
bonus on any interaction checks you make involving
the subject (such as Bluff, Diplomacy, Intimidate, and
Sense Motive).
Augment: For every 2 additional power points you
spend, this power’s save DC increases by 1; for every
two increases to the DC, the bonus on interaction
checks increases by 1.
Aura Alteration
Telepathy [Mind-Affecting]
Level: Psion/Wilder 6
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Target: One willing creature
Duration: 10 minutes/level or instantaneous; see text
Power Points: 11
You can use this power in one of two ways: to disguise
the subject’s aura (alignment) and level, or to remove a
compulsion or charm effect from the subject.
Disguise: If you use this power to disguise the subject’s
alignment and level, the power has a duration of
10 minutes per level. You can change the subject’s
alignment by only one step. You can adjust the subject’s
apparent level up or down by a number equal to onehalf your own level (rounded down) or less.
Remove Compulsion: If you use this power
to attempt to cleanse the subject’s aura of a baleful
or controlling effect, the duration is instantaneous.
This power can remove the compulsion of a curse
or a geas/quest effect. It can also negate any charm
and compulsion powers of 6th level or lower, such as
crisis of breath or death urge. When aura alteration is
manifested for this purpose, the subject gains another
saving throw to remove the compulsion afflicting it
against the original save DC, but with a +2 bonus.
Augment: You can augment this power in any number
Attraction
of the following ways:
Telepathy (Charm) [Mind-Affecting]
1. For every additional power point you spend, the
Level: Mist Wanderer 1, Psion/Wilder 1, Swamp Lord 1 duration of the disguise aura increases by 10 minutes.
Display: Auditory
2. If you spend 2 additional power points, the subject’s
Manifesting Time: 1 standard action
alignment shifts an additional step; if you spend
Range: Close (25 feet + 5 feet/2 levels)
4 additional power points, the subject’s alignment
Target: One creature
changes to its opposite.
Duration: 1 hour/level
3. For every two additional power points you spend,
Saving Throw: Will negates
the bonus to the new saving throw that is granted when
Power Resistance: Yes
removing compulsions increases by +1.
133
POWERS ▪ Aura Sight-Bend Reality
Aura Sight
Clairsentience
Level: Psion/Wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: 60 feet
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 10 minutes/level
Saving Throw: None
Power Resistance: No
Power Points: 7
You discern auras. Auras are invisible to the naked eye,
but to a psionic viewer manifesting this power they
appear as glowing halos or envelopes of colored light
that surround all objects. The color of each aura reveals
information to the psionic character. The amount of
information revealed depends on how long you study
a particular area.
1st Round: Presence of good and evil (or lawful and
chaotic) auras in the area. You can’t pin an aura to a
particular object or individual at this stage; instead, you
see a colored haze suffusing the area.
2nd Round: Number of auras (creatures, objects,
powers, or spells) in the area. You know how many
auras are in the area, even though each aura doesn’t
resolve to its actual location quite yet.
3rd Round: The owner of each aura is revealed, unless
the individual is outside your line of sight. If a creature
whose aura you detect has 5 or more Hit Dice than you
do, you are overwhelmed by its presence and dazed for
1 round, and the power ends.
In Arcanis, only creatures with an aura gained
from a class ability (such a cleric’s Aura of Faith),
Outsiders, Infernals, Extraplanar creatures, or creatures
with an alignment subtype register with effects that
detect alignments.
Aversion
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 2
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
You plant a powerful aversion in the mind of the
subject. If the object of the implanted aversion is an
individual or a physical object, she will prefer not to
approach within 30 feet of it. If it is a word, she will
try not to utter it; if it is an action, she will not willingly
attempt to perform it; and if it is an event, she will not
willingly attend it. The subject will take reasonable
steps to avoid the object of its aversion, but will not put
herself in jeopardy by doing so.
If the subject is forced into taking an action
she has an aversion to, she takes a –2 penalty on any
attack rolls, ability checks, or skill checks involved.
Augment: For every 2 additional power points you
spend, this power’s save DC increases by 1.
134
Baleful Teleport
Psychoportation (Teleportation)
Level: Nomad 5
Display: Material and visual
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One corporeal creature
Duration: Instantaneous
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: 9
You psychoportively disperse minuscule portions of
the subject, dealing 9d6 points of damage. Targets can
be protected from the effects of baleful teleport by
dimensional anchor.
Augment: For every additional power point you spend,
this power’s damage increases by 1d6 points. For each
extra 2d6 points of damage, this power’s save DC
increases by 1.
Banishment, Psionic
Psychoportation
Level: Nomad 6
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Targets: One or more extraplanar creatures, no two of
which can be more than 30 feet apart
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 11
As the banishment spell, except as noted here.
Psions gain no benefit from presenting objects or
substances that the target hates, fears, or otherwise
opposes.
Augment: For every 2 additional power points you
spend, this power’s save DC increases by 1 and your
manifester level increases by 1 for the purpose of
overcoming power resistance.
Bend Reality
Clairsentience
Level: Psion/Wilder 8
Display: Visual
Manifesting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Power Resistance: Yes
Power Points: 15, XP
Bend reality lets you create nearly any type of effect.
For example, bend reality can do any of the following:
• Duplicate any psion power of 6th level or lower,
provided the power is not of a discipline prohibited to
you.
• Duplicate any other power (but not a spell) of 5th
level or lower, provided the power is not of a discipline
prohibited to you.
• Duplicate any psion power of 5th level or lower, even
if it’s of a prohibited discipline.
Bestial Form ▪ POWERS
• Duplicate any other power (but not a spell) of 4th
level or lower, even if it’s of a prohibited discipline.
• Undo the harmful effects of many powers, such as
psionic dominate, geas/quest, or insanity.
• Produce any other effect whose power level is in
line with the above effects, such as a single creature
automatically hitting on its next attack or taking a –8
penalty on its next saving throw.
A duplicated power allows saving throws and
power resistance as normal (but the save DC is for a
8th-level power).
When bend reality duplicates a power that has
an XP cost, you must pay that cost or 300 XP, whichever
is greater. When bend reality duplicates a spell with a
material component, you must pay additional XP equal
to the value of the material component divided by 5.
You cannot duplicate the effects of a power that is
of a type that you cannot manifest; for example, a
manifester who cannot normally manifest an entropic
power or a preternatural power may not use bend
reality to do so.
In Living Arcanis, you may not use this power
to duplicate the effects of any power that requires
campaign documentation to learn or manifest.
XP Cost: 300 XP or more (see above).
powers, cast spells, or use skills that require thought
to use (such as knowledge skills, psicraft or spellcraft)
while affected by this power.
Finally, your thickened hide grants you
Damage Reduction 3/silver. However, some measure
of these changes remains imprinted on your psyche
for longer than the duration of this power. For 24
hours following the use of this power you suffer a -2
penalty to all Charisma-based skills (except Use Magic
Device and Use Psionic Device) as your bestial nature
sometimes comes to the fore. Multiple uses of this
power within a 24 hour period do result in a cumulative
stacking of this penalty.
As with other magical and psionics effects
that increase a creature’s size, multiple applications
of this power do not stack. Nor does this power stack
with other powers that increase a creature’s size (such
as expansion).
Special: There are two special sets of rules that
surround this power:
1. For an Egoist to learn this power, they must have
access to the bloodline powers of one of the following
families: val’Dellenov, val’Haupt, or val’Tensen
2. A val’Dellenov Shaper of Flesh who uses this power
while using her Form of the Predator ability does not
gain the bonuses to Strength and Constitution, nor
Bestial Form
does she suffer the penalty to Charisma skills that
Psychometabolism
follows the use of this power. All other benefits and
Level: 5 (See val’Dellenov Shaper of Flesh prestige
penalties of the power remain in effect. The
class), Egoist 7, Psychic Warrior 5, Wilder 6
damage reduction granted by this power
Display: Visual
does not stack with that granted by
Manifesting Time: 1 standard action
the val’Dellenov Shaper of the Flesh
Range: Personal
prestige class.
Target: You
Augment: This power can be
Duration: 1 round / level (D)
augmented in one or more of the
Saving Throw: Will negates (harmless)
following means:
Power Resistance: Yes (harmless)
1. By spending 8 additional power
Power Points: 7 (Psychic Warrior, val’Dellenov
points, you may manifest this
Shaper of Flesh), 9 (Wilder), 11 (Egoist)
power as a swift action.
2. For every additional 6 power
You embrace the beast that lies within and draw
points you spend while
its presence to the forefront. Your body shifts
manifesting this power, the
and changes as a result of this mental change.
granted damage reduction
Your hands enlarge into paws, and your arms,
is increased by 3 (to a
shoulders, and torso shift so that you lope
maximum of DR 9/
on all fours instead of walking upright.
silver).
As a result of these changes,
your size category increases by one step.
Due to your new size you gain a +4 size
bonus to Strength and Constitution, but
suffer a -2 size penalty to Dexterity. You also
suffer a size penalty to Armor Class, and attack
rolls based on your new size, but gain a bonus to
grapple and increased weapon damage as well.
While in this new form you lose the
ability to wear armor (including robes), and
any item that occupies the head slot (helms,
crowns, headbands, and such). This is because
the shape of your head changes as your skull
thickens, granting you a head-butt attack (treat
as a slam attack based off your new size). Parceled
with this thicker skull is a reduced ability to reason
and think cohesively; thus you cannot manifest
135
POWERS ▪ Bestial Healing-Body Adjustment
Bestial Healing
Psychometabolism
Level: 5 (See val’Dellenov Shaper of Flesh prestige
class)
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
Saving Throw: Fortitude negates (harmless)
Power Resistance: No
Power Points: 10
You summon the resilience of the wild beast, and with
a touch of Saluwe’s will you imbue that resilience onto
yourself. You gain Fast Healing 3 for the duration of
this power.
Augment: This power can be augmented in one or
more of the following means. Power points spent
towards augmentation do not stack between the various
means of augmenting this power.
1. For every additional 5 power points you spend while
manifesting this power, its duration is increased by 1
minute.
2. For every additional 3 power points you spend while
manifesting this power, the granted fast healing is
increased by 1 (maximum 5).
Bestow Power
Telepathy [Mind-Affecting]
Level: Mist Wanderer 3, Psion/Wilder 2, Rhi’zen 3,
Adept of Shadows 3
Display: Mental
Manifesting Time: 1 standard action
Range: 20 feet
Target: One psionic creature
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3 (Psion/Wilder), 5 (Mist Wanderer,
Rhi’zen, Adept of Shadows)
You link your mind with another psionic creature’s
mind, creating a brief conduit through which mental
energy can be shared. When you manifest this power,
the subject gains up to 2 power points. You can transfer
only as many power points to a subject as it has
manifester levels.
Because of the intimate nature of this power, it cannot
be fabricated into a psionic item—only power points
generated by a psionic creature in the moment can be
shared using bestow power.
Augment: For every 3 additional power points you
spend, the subject gains 2 additional power points.
Power Points: 3 (Psion/Wilder, Swamp Lord), 1
(Psychic Warrior, Rhi’zen)
You can toughen your body against wounds, lessening
their impact. During the duration of this power, you
gain damage reduction 2/–.
This damage reduction does not stack
with other sources of damage reduction unless they
specifically allow for stacking.
Augment: For every 3 additional power points you
spend, your damage reduction increases by 1.
Bite of the Wolf
Psychometabolism
Level: Psychic Warrior 1
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 1
Your posture becomes stooped forward, and you grow
a muzzle complete with fangs. You gain one bite attack
each round, instead of or in addition to any other attacks
you have, that deals 1d8 points of damage (assuming
you are a Medium creature) when it hits.
Your bite attack is a natural weapon, so you
are considered armed when attacking with it, and it can
be affected by powers, spells, and effects that enhance
or improve natural weapons. You can choose to deal
nonlethal damage with your bite, taking the standard
–4 penalty on your attack roll. If you bite as your only
attack, you use your highest base attack bonus on the
attack roll, and you can apply your full Strength bonus
to damage. If you bite in addition to making other
attacks, the bite is a secondary attack (suffering a –5
penalty to attack from your highest attack bonus, and
only receiving half your Strength bonus to damage).
If you are not a Medium creature, your bite attack’s
base damage varies as follows: Fine 1d2, Diminutive
1d3, Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8,
Gargantuan 4d6, Colossal 6d6.
Based on your Psychic Warrior level, your
bite increases in ferocity as noted here: at 5th level your
bite deals an extra 1d8 points of damage, at 10th level
an extra 2d8, at 15th level an extra 3d8, and at 20th
level an extra 4d8 points.
Body Adjustment
Psychometabolism (Healing)
Level: Mist Wanderer 2, Psion/Wilder 3, Psychic
Warrior 2, Rhi’zen 2, Swamp Lord 3, Adept of Shadows
2
Display: Auditory and material
Biofeedback
Manifesting Time: 1 round
Psychometabolism
Range: Personal
Level: Psion/Wilder 2, Psychic Warrior 1, Rhi’zen 1, Target: You
Swamp Lord 2
Duration: Instantaneous
Display: Material and visual
Power Points: 5 (Psion/Wilder, Swamp Lord), 3
Manifesting Time: 1 standard action
(Mist Wanderer, Psychic Warrior, Rhi’zen, Adept of
Range: Personal
Shadows)
Target: You
You take control of your body’s healing process, curing
Duration: 1 minute/level (D)
yourself of 1d12 points of damage. As usual, when
136
Body Equilibrium-Break Enchantment, Psionic ▪ POWERS
regular damage is healed, an equal amount of nonlethal
damage is also healed.
Augment: For every 2 additional power points you
spend, this power heals an additional 1d12 points of
damage.
Body Equilibrium
Psychometabolism
Level: Mist Wanderer 2, Psion/Wilder 2, Psychic
Warrior 2, Rhi’zen 2, Swamp Lord 2, Adept of Shadows
1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Power Points: 3 (Mist Wanderer, Psion/Wilder,
Psychic Warrior, Rhi’zen, Swamp Lord), 1 (Adept of
Shadows)
You can adjust your body’s equilibrium to correspond
with any solid or liquid that you stand on. Thus, you
can walk on water, quicksand, or even a spider’s web
without sinking or breaking through (this effect does
not confer any resistance to particularly sticky webs).
You can move at your normal speed, but you cannot
run (x4 speed) or charge on an unfirm surface without
sinking or breaking through.
If you fall from any height while using this
power, damage from the impact is halved.
Body Purification
Psychometabolism (Healing)
Level: Psion/Wilder 3, Psychic Warrior 2, Swamp
Lord 3
Display: Auditory and material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 5 (Psion/Wilder, Swamp Lord), 3
(Psychic Warrior)
You restore up to 2 points of damage to a single ability
score. You cannot use body purification to heal ability
drain or ability burn.
Augment: You can augment this power using one or
both of the following options:
1. For every additional power point you spend, this
power heals 1 additional point of damage to the same
ability score.
2. If you spend 6 additional power points, this power
can heal ability drain. It cannot, however, heal ability
burn.
Saving Throw: None
Power Resistance: No
Power Points: 1
You create 2d4 ectoplasmic crossbow bolts, arrows, or
sling bullets, appropriate to your size, which dissipate
into their constituent ectoplasmic particles when the
duration ends or after being fired. Ammunition you
create has a +1 enhancement bonus on attack rolls and
damage rolls. You may pass the created ammunition to
others as desired.
Augment: You can augment this power in one or both
of the following means:
1. For every 3 additional power points you spend, this
power improves the ammunition’s enhancement bonus
on attack rolls and damage rolls by 1. You cannot create
an enhancement bonus higher than +5.
2. For each 3 additional power points you spend, this
power creates an additional 2d4 pieces of ammunition.
All of the created ammunition is of the same type.
Brain Lock
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Target: One humanoid
Duration: Concentration + 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
The subject’s higher mind is locked away. He stands
dazed, unable to take psionic actions for the duration
of the power. A brain locked subject is not stunned, so
attackers get no special advantage against him.
Augment: You can augment this power in one or both
of the following ways:
1. If you spend 2 additional power points, this power
can also affect an animal, giant, magical beast, or
monstrous humanoid.
2. If you spend 4 additional power points, this power
can also affect an aberration, dragon, elemental, or
outsider.
Break Enchantment, Psionic
Psychometabolism
Level: Psion/Wilder 5, Psychic Warrior 4
Display: Mental
Manifesting Time: 1 minute
Range: Close (25 feet + 5 feet/ 2 levels)
Targets: Up to one creature per level, all within 30 feet
of each other
Duration: Instantaneous
Saving Throw: See text
Bolt
Power Resistance: No
Metacreativity (Creation)
Level: Mist Wanderer 1, Psion/Wilder 1, Adept of Power Points: 7 (Psychic Warrior), 9 (Psion/Wilder)
As the break enchantment spell, except as noted here.
Shadows 1
Display: Material
Breath of Neroth
Manifesting Time: 1 standard action
Psychometabolism [Acid]
Range: 0 feet
Level: Psion/Wilder 6, Psychic Warrior 6, Swamp
Effect: A normal bolt, arrow, or sling bullet
Lord 6
Duration: 1 minute/level
137
POWERS ▪ Burst-Catfall
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Area: Cone-shaped burst originating from you
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 11
Your mouth spews forth vitriolic acid that deals 11d6
points of acid damage to any targets in the area.
Augment: For every additional power point you spend,
this power’s damage increases by 1d6 points.
hand (actually, it is a real weapon hailing from another
location in space and time). You don’t have to see or
know of a weapon to call it—in fact, you can’t call a
specific weapon; you just specify the kind. If you call a
projectile weapon, it comes with 3d6 nonmagical bolts,
arrows, or sling bullets, as appropriate. The weapon is
made of ordinary materials as appropriate for its kind.
If you relinquish your grip on the weapon you called
for 2 or more consecutive rounds, it automatically
returns to wherever it originated from.
Weapons gained by call weaponry are
distinctive due to their astral glimmer. They are
considered magic weapons and thus are effective
Burst
against damage reduction that requires a magic weapon
Psychoportation
to overcome.
Level: Nomad 1, Psychic Warrior 1, Rhi’zen 1, Adept Augment: For every 4 additional power points you
of Shadows 1
spend, this power improves the weapon’s enhancement
Display: Auditory
bonus on attack rolls and damage rolls by 1 (the
Manifesting Time: 1 swift action
weapon starts without an enhancement bonus); the
Range: Personal
maximum enhancement bonus you can create is +5.
Target: You
Duration: 1 round
Catapsi
Power Points: 1
Telepathy [Mind-Affecting]
This power increases your land speed by 10 feet. (This Level: Mist Wanderer 4, Psion/Wilder 5, Psychic
adjustment counts as an enhancement bonus to speed.) Warrior 5, Swamp Lord 5
You can manifest this power with an instant thought, Display: Mental and visual
quickly enough to gain the benefit of the power on Manifesting Time: 1 standard action
your turn before you move. Manifesting this power Range: 30 feet
is a swift action, like manifesting a quickened power, Area: 30-foot-radius emanation centered on you
and it counts toward the normal limit of one quickened Duration: 1 round/level
power per round. You cannot manifest this power when Saving Throw: Will negates; see text
it isn’t your turn.
Power Resistance: Yes
Power Points: 9 (Psion/Wilder, Psychic Warrior,
Call to Mind
Swamp Lord), 7 (Mist Wanderer)
Telepathy [Mind-Affecting]
By manifesting this power, you generate psychic static,
Level: Psion/Wilder 1, Swamp Lord 1
interfering with the ability of other psionic characters to
Display: Mental
manifest their powers or use psi-like abilities (you are
Manifesting Time: 1 minute
not affected by your own catapsi manifestation). All
Range: Personal
psionic activity within the area requires 4 more power
Target: You
points to manifest than normal, unless a character
Duration: Instantaneous
makes a Will save each time he attempts to manifest
Power Points: 1
a power. Using a psi-like ability becomes a full-round
By meditating on a subject, you can recall natural action instead of a standard action in a catapsi field. If
memories and knowledge otherwise inaccessible to two or more fields of catapsi overlap, the effects are
you.
not cumulative.
On a failed Knowledge check, you can manifest this
The limit on the number of power points a
power to gain a new check with a +4 competence subject can spend on a power remains in effect; thus,
bonus. If successful, you instantly recall what was a subject may not be able to manifest its highestpreviously buried in your subconscious.
level powers. If manifesting a power would cause the
manifester to exceed his available power points or his
Call Weaponry
spending limits, the manifestation fails automatically,
Psychoportation (Teleportation)
but no power points are expended.
Level: Psychic Warrior 1, Rhi’zen 1
Augment: For every 4 additional power points you
Display: Material
spend, this power’s range and the radius of its area both
Manifesting Time: 1 round
increase by 5 feet.
Range: 0 feet
Effect: One weapon; see text
Catfall
Duration: 1 minute/level; see text (D)
Psychoportation
Saving Throw: None
Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Warrior
Power Resistance: No
1, Rhi’zen 1, Swamp Lord 1, Adept of Shadows 1
Power Points: 1
Display: Auditory
You call a weapon “from thin air” into your waiting Manifesting Time: 1 immediate action
138
Chameleon-Clairvoyant Sense ▪ POWERS
Chosen Defender
Psychoportation (Teleportation)
Level: 1 (see val’Assante Order of the Solemn Vows
prestige class), Nomad 4, Psychic Warrior 3, Rhi’zen
4
Display: Visual
Manifesting Time: 1 immediate action
Range: Close (25 feet + 5 feet/2 levels)
Targets: You and one ally within range
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 1 (val’Assante Order of the Solemn
Vows), 5 (Psychic Warrior), 7 (Nomad, Rhi’zen)
You instantly juxtapose yourself between your ally and
an attack he or she was about to receive. The attack roll
is resolved against your AC, not your ally’s AC. You
suffer any effects from a successful attack, your ally
suffers none. After the attack is complete, you return
to the square where you originally were; you are not
Chameleon
considered to be squeezing when resolving the attack.
Psychometabolism
Level: Mist Wanderer 2, Egoist 2, Psychic Warrior 1, You can manifest this power instantly, quickly enough
to gain its benefit in an emergency. You can use this
Adept of Shadows 1
power even when it is not your turn.
Display: Olfactory
Augment: If you spend an extra 4 power points, this
Manifesting Time: 1 standard action
power’s duration is changed to 1 round, and you absorb
Range: Personal
all attacks directed against the targeted ally until the
Target: You
start of your next action, when this power ends.
Duration: 10 minutes/level (D)
Power Points: 1 (Psychic Warrior, Adept of Shadows),
Clairtangent Hand
3 (Mist Wanderer, Egoist)
Your skin and equipment take on the color and texture Clairsentience (Scrying)
of nearby objects, including floors and walls. You Level: Seer 5
Display: Auditory, mental, and visual
receive a +10 enhancement bonus on Hide checks.
Manifesting Time: 1 standard action
Range: See text
Charm, Psionic
Area: See text
Telepathy (Charm) [Mind-Affecting]
Duration: Up to 1 minute/level; see text (D)
Level: Telepath 1
Saving Throw: None
Display: Mental
Power Resistance: No
Manifesting Time: 1 standard action
Power Points: 9
Range: Close (25 feet + 5 feet/2 levels)
You can emulate a far hand effect at any distance while
Target: One humanoid
simultaneously emulating clairvoyant sense to target
Duration: 1 hour/level
your far hand; see the appropriate power descriptions.
Saving Throw: Will negates
Clairtangent hand’s duration is up to 1 minute per level
Power Resistance: Yes
when used with a far hand effect.
Power Points: 1
As the charm person spell, except as noted here.
Augment: You can augment this power in one or more Clairvoyant Sense
Clairsentience (Scrying)
of the following ways:
1. If you spend 2 additional power points, this power Level: Seer 2
can also affect an animal, giant, magical beast, or Display: Auditory and visual
Manifesting Time: 1 standard action
monstrous humanoid.
2. If you spend 4 additional power points, this power Range: See text
can also affect an aberration, dragon, elemental, or Effect: Psionic sensor
outsider in addition to the creature types mentioned Duration: 1 minute/level (D)
Saving Throw: None
above.
3. If you spend 4 additional power points, this power’s Power Resistance: No
Power Points: 3
duration increases to one day per level.
In addition, for every 2 additional power points you You can see and hear a distant location almost as if
spend to achieve any of these effects, this power’s save you were there. You don’t need line of sight or line of
effect, but the locale must be known—a place familiar
DC increases by 1.
to you or an obvious one, such as behind a door, around
a corner, or in a grove of trees. Once you have selected
Range: Personal
Target: You
Duration: Until landing or 1 round/ level
Power Points: 1
You recover instantly from a fall and can absorb some
damage from falling. You land on your feet no matter
how far you fall, and you take damage as if the fall
were 10 feet shorter than it actually was. This power
affects you and anything you carry or hold (up to your
maximum load). You can manifest this power with an
instant thought, quickly enough to gain the benefit of
the power while you fall. You can manifest this power
even when it isn’t your turn.
You cannot use this power to prevent yourself from
being subjected to a trip attack.
Augment: For every additional power point you spend,
this power reduces your damage as if the fall were an
additional 10 feet shorter.
139
POWERS ▪ Claw of Energy-Claws of the Vampire
the locale, the focus of your clairvoyant sense doesn’t
move, but you can rotate it in all directions to view
the area as desired. Unlike other scrying powers, this
power does not allow psionically or supernaturally
enhanced senses to work through it.
If the chosen locale is magically or psionically
dark, you see nothing. If it is naturally pitch black,
you can see in a 10-foot radius around the center of
the power’s effect or out to the extent of your natural
darkvision. The power does not work across planes.
Your claws work just like the natural weapons of many
monsters. You can make an attack with one claw or a
full attack with two claws at your normal attack bonus,
replacing your normal attack routine. You take no
penalties for two-weapon fighting, and neither attack
is a secondary attack. If your base attack bonus is +6
or higher, you do not gain any additional attacks—you
simply have two claw attacks at your normal attack
bonus.
You can manifest this power with an instant
thought, quickly enough to gain the benefit of the
power on your turn before you attack. Manifesting this
power is a swift action, like manifesting a quickened
power, and it counts toward the normal limit of one
quickened power per round. You cannot manifest this
power when it isn’t your turn.
You can call or dismiss the claws as a swift
action during the duration of the power. If you attack
with a manufactured weapon or another natural attack,
you can’t make any claw attacks in that round. You can
still hold and manipulate items with your claws or cast
spells just as well as you could with your hands.
Augment: If you spend additional power points, you
can create larger, sharper, and more deadly claws, as
shown on the table below.
Claw of Energy
Psychokinesis [see text]
Level: Psychic Warrior 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 7
If you have a claw attack (either from an actual natural
weapon or from an effect such as claws of the beast),
you can use this power to energize that weapon.
The claw attack deals an extra 1d6 points of cold,
electricity, or fire damage (as chosen by you at the
time of manifestation) on a successful hit. On a critical Power
Claw Damage
hit, it deals an extra 1d10 points of energy damage. If Points
Small
Medium
Large
the claw’s critical multiplier is x3, add 2d10 points of
energy damage instead; if the multiplier is x4, add 3d10
1
1d3
1d4
1d6
points of energy damage.
3
1d4
1d6
1d8
This power can be manifested on a claw
attack that already deals energy damage, but if the
5
1d6
1d8
2d6
claw already deals the same type of damage as the
7
1d8
2d6
3d6
power, the effects stack. If this power is manifested
on a claw attack already benefiting from the effect
11
2d6
3d6
4d6
of the power, the newer manifestation supersedes the
15
3d6
4d6
5d6
older manifestation, even if both manifestations are of
19
4d6
5d6
6d6
different energy types.
This power’s subtype is the same as the type
of energy infused in the natural weapon.
Claws of the Vampire
Psychometabolism
Claws of the Beast
Level: Psychic Warrior 3
Psychometabolism
Display: Material and visual
Level: Mist Wanderer 1, Psychic Warrior 1
Manifesting Time: 1 standard action
Display: Visual
Range: Personal
Manifesting Time: 1 swift action
Target: You
Range: Personal
Duration: 1 round/level
Target: You
Power Points: 5
Duration: 1 hour/level
If you have a claw attack (either from an actual natural
Power Points: see text
weapon or from an effect such as claws of the beast),
You call forth the aggressive nature of the beast you can use this power to change the nature of that
inherent in yourself, psionically transforming your weapon. When this power is manifested, your claws
hands into deadly claws. You gain two natural attacks take on an ominous glimmer. Each time you make
with your claws, each dealing 1d4 points of damage a successful claw attack against a living creature of
(1d6 if you are Large, or 1d3 if you are Small) plus Small or larger size, you are healed of some amount
your Strength bonus.
of damage.
Your claws are natural weapons, so you are
You heal a number of hit points equal to half
considered armed when attacking with them, and they the base damage dealt by your claws of the vampire,
can be affected by powers, spells, and effects that rounded down (additional damage dealt because of a
enhance or improve natural. You can choose to deal high Strength score or other enhancements, including
nonlethal damage with your claws, taking the standard enhancement bonuses, does not count toward the
–4 penalty on your attack roll.
amount you heal). You heal as many hit points as can
140
Cloud Mind-Conceal Thoughts ▪ POWERS
be gained while the creature remains at 1 hit point or
higher. Any damage that would reduce the creature to
0 or fewer hit points does not benefit you.
You do not heal damage if your attack deals
nonlethal damage, such as when you attack a creature
that has the regeneration ability. Moreover, you gain
no healing from attacking any creature that is under
the effect of biofeedback. Using fission on yourself and
then attacking your duplicate also fails to grant any
healing.
This power causes instant diminution, halving
your height, length, and width and dividing your
weight by 8. This decrease changes your size category
to the next smaller one. You gain a +2 size bonus to
Dexterity, a –2 size penalty to Strength (to a minimum
effective Strength score of 1), a +1 size bonus on attack
rolls, and a +1 size bonus to Armor Class due to your
reduced size. If your new size is Tiny, you have a space
of 2 1/2 feet and a natural reach of 0 feet (meaning that
you must enter an opponent’s square to attack). If your
new size is Diminutive, you have a space of 1 foot and
a natural reach of 0 feet. This power doesn’t change
your speed.
All your equipment, worn or carried, is similarly
reduced by the power. Melee and projectile weapons
deal less damage. Other psionic or magical properties
are not affected by this power (with the exception of
power that grant natural weapons, the damage done by
such power is affected by the manifesting of this power).
Any affected item that leaves your possession (including
a projectile or thrown weapon) instantly returns to its
normal size. This means that thrown weapons deal their
normal damage (projectiles deal damage based on the
size of the weapon that fired them). Multiple effects that
reduce size do not stack, which means (among other
things) that you can’t use a second manifestation of this
power to further reduce yourself.
Augment: You can augment this power in one or more
of the following ways:
1. If you spend 6 additional power points, this power
decreases your size by two size categories. You gain a
+4 size bonus to Dexterity, a –4 size penalty to Strength
(to a minimum effective Strength score of 1), a +2 size
bonus on attack rolls, and a +2 size bonus to Armor
Class due to your reduced size.
2. If you spend 6 additional power points, you can
manifest this power as a swift action instead of a
standard action.
3. If you spend 2 additional power points, this power’s
duration is 1 minute per level rather than 1 round per
level.
Cloud Mind
Telepathy [Mind-Affecting]
Level: Mist Wanderer 2, Psion/Wilder 2, Swamp Lord
2, Adept of Shadows 2
Display: None
Manifesting Time: 1 standard action
Range: Close (25 feet +5 feet/2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
You make yourself completely undetectable to the
subject by erasing all awareness of your presence from
its mind. This power has the following effects.
First, you are invisible and inaudible to the
creature. It cannot even detect your presence by means
of blindsense, blindsight, scent, or tremorsense. It
cannot pinpoint your location by any means.
Second, the subject remains unaware of your
actions, provided you do not make any attacks or
cause any obvious or directly threatening changes in
the subject’s environment. If you attack the subject
creature, the effect ends.
If you take an action that creates a sustained
and obvious change in the subject’s environment—for
example, attacking a creature aside from the subject
or moving a large or attended object the subject can
see—the subject immediately gains a new saving throw
against the power. An ally of the subject creature that
is able to see or perceive you can use a move action
to warn the subject and thereby grant it a new saving Conceal Thoughts
throw.
Telepathy [Mind-Affecting]
Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Warrior
Cloud Mind, Mass
1, Rhi’zen 3, Swamp Lord 1, Adept of Shadows 2
Telepathy [Mind-Affecting]
Display: Mental
Level: Psion/Wilder 6, Swamp Lord 6
Manifesting Time: 1 standard action
Target: One creature/level
Range: Close (25 feet + 5 feet/2 levels)
Power Points: 11
Target: One willing creature
As cloud mind, except as noted above. Each creature is Duration: 1 hour/level
affected individually.
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Compression
Power Points: 1 (Mist Wanderer, Psion/Wilder, Psychic
Psychometabolism
Warrior), 3 (Adept of Shadows), 5 (Rhi’zen)
Level: Psychic Warrior 1, Rhi’zen 1
You protect the subject’s thoughts from analysis. While
Display: Olfactory
the duration lasts, the subject gains a +10 circumstance
Manifesting Time: 1 standard action
bonus on Bluff checks against those attempting to
Range: Personal
discern its true intentions with Sense Motive. It also
Target: You
gains a +4 bonus on its saving throw against any power
Duration: 1 round/level (D)
or spell used to read its mind (such as read thoughts or
Power Points: 1
mind probe).
141
POWERS ▪ Concealing Amorpha-Contingency, Psionic
Concealing Amorpha
Metacreativity (Creation)
Level: Mist Wanderer 2, Psion/Wilder 2, Psychic
Warrior 2, Swamp Lord 2, Adept of Shadows 2
Display: Material; see text
Manifesting Time: 1 standard action
Range: 0 feet
Effect: Quasi-real amorphous film centered on you
Duration: 1 minute/level (D)
Power Points: 3
Using concealing amorpha, you weave a quasi-real
membrane around yourself. You remain visible within
the translucent, amorphous enclosure. This distortion
grants you concealment (opponents have a 20% miss
chance), thanks to the rippling membrane encasing
your form. You can pick up or drop objects, easily
reaching through the film. Anything you hold is
enveloped by the amorpha. Likewise, you can engage
in melee, make ranged attacks, and manifest powers
without hindrance.
Any effect that allows a creature to see
through illusion or similar effects also allows them to
see through the membrane well enough to ignore the
concealment granted by this power; for example, a true
seeing spell can see through the effects of this power.
Nonmagical, unattended objects (including
doors, walls, locks, and so on) may also be damaged
by this power (however hardness applies).
Augment: You can augment this power in one or both
of the following ways:
1. For every 3 additional power points you spend, this
power’s damage increases by 2d6 points.
2. For every 2 additional power points you spend, this
power can affect an additional target. Any additional
target cannot be more than 15 feet from another target
of the power.
Concussion Wave
Psychokinesis [Force]
Level: Psion/Wilder 3
Display: Auditory
Manifesting Time: 1 standard action
Range: 20 feet
Effect: 20-foot radius blast centered on you
Duration: Instantaneous
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: 5
You release a shockwave of telekinetic force that
expands outwards from you, hurtling through targets
and pushing small objects before it (any object of 5 lbs.
or less that survives the blast is expelled to the outside
of the blast area).
All creatures and objects within the area of effect are
struck for 4d6 force damage.
Augment: You can augment this power in one or both
of the following ways:
1. For every additional power point you spend, this
power’s damage increases by one die (d6). For each
extra two dice of damage, this power’s save DC
increases by 1.
2. For every 4 additional power points you spend, the
range and radius of effect are increased by 10 feet.
Concealing Amorpha, Greater
Metacreativity (Creation)
Level: Mist Wanderer 4, Shaper 3, Psychic Warrior 3,
Adept of Shadows 4
Duration: 1 round/level (D)
Power Points: 5 (Shaper, Psychic Warrior), 7 (Mist
Wanderer, Adept of Shadows)
As concealing amorpha, except the quasi-real
membrane so distorts your image and actual position
that you gain total concealment (opponents have a 50%
miss chance), but for a shorter period of time.
Any effect that allows a creature to see
through illusion or similar effects also allows them to
see through the membrane well enough to ignore the Contingency, Psionic
concealment granted by this power; for example, a true Clairsentience
seeing spell can see through the effects of this power. Level: Psion/Wilder 6, Swamp Lord 6
Display: Olfactory
Concussion Blast
Manifesting Time: 10 minutes or longer; see text
Psychokinesis [Force]
Range: Personal
Level: Psion/Wilder 2
Target: You
Display: Auditory
Duration: One day/level (D) or until discharged
Manifesting Time: 1 standard action
Power Points: 11, XP
Range: Medium (100 feet + 10 feet/ level)
You can place another power upon your person so that
Target: One creature or object
it comes into effect under some condition you dictate
Duration: Instantaneous
when manifesting psionic contingency. The psionic
Saving Throw: None
contingency power and the companion power are
Power Resistance: Yes
manifested at the same time. The 10-minute manifesting
Power Points: 3
time is the minimum total for both manifestations; if
A subject you select is pummeled with telekinetic force the companion power has a manifesting time longer
for 2d6 points of force damage. You can choose to have than 10 minutes, use that instead. The power to be
the power deal an equal amount of nonlethal damage brought into effect by the psionic contingency must be
instead. Concussion blast always affects a subject one that affects your person and be of a power level no
within range that you can see, even if the subject is higher than one-third your manifester level (rounded
in melee or has cover or concealment (you cannot use down, maximum 6th level).
this power against creatures with total cover or total
The conditions needed to bring the power into
concealment).
effect must be clear, although they can be general. In
142
Control Air-Control Flames ▪ POWERS
all cases, the psionic contingency immediately brings
into effect the companion power, the latter being
“manifested” instantaneously only when the prescribed
circumstances occur. If complicated or convoluted
conditions are prescribed, the power combination
(psionic contingency and the companion power) may
fail when called on.
You can use only one psionic contingency
companion power at a time; if a second is manifested,
the first one (if still active) is dismissed.
XP Cost: 15 XP.
Control Air
Psychokinesis
Level: Kineticist 2
Display: Mental
Manifesting Time: 1 standard action
Range: Long (400 feet + 40 feet/level)
Area: 50-foot-radius spread
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Power Resistance: No
Power Points: 3
You have some control over wind speed and direction.
The speed of the wind within the area of this power can
be increased or decreased by up to 10 miles per hour.
You can spend as many as 5 additional power points to
augment this power, with each point allowing you to
modify the wind speed by an additional 10 miles per
hour, to a maximum change in wind speed of 60 miles
per hour.
This power also gives you the ability to alter
the direction of the wind by as much as 90 degrees.
Powerful enough winds can cause creatures to
be blown away, knocked down, or checked.
Augment: See above.
Control Body
Psychokinesis
Level: Kineticist 4
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target: One Medium or smaller creature with humanoid
physiology
Duration: Concentration, up to 1 minute/level
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 7
You psychokinetically control the actions of any
humanoid (including undead or outsiders with a
humanoid physiology) that is within range and to
which you have line of sight. Control body doesn’t
require mental contact with the subject, since you are
actually forcing limb movements independent of the
target’s mind. You can force the subject to stand up,
sit down, walk, turn around, and so on, but operating
the vocal cords is too difficult. You can also hold the
subject immobile, rendering it helpless. You cannot
force the subject to manifest powers, cast spells, or use
any special ability that is not a function of just its body
movements. If you lose line of sight to the subject, the
effect of this power ends.
If you force the subject to engage in combat, its
attack bonus is equal to your base attack bonus + your
Intelligence bonus, and its bonus on damage rolls is
equal to your Intelligence bonus. A subject of this power
cannot make attacks of opportunity. The subject gains
no benefit to Armor Class from its Dexterity, but it does
gain a bonus to its AC equal to your Intelligence bonus.
Although the subject’s body is under your
control, the subject’s mind is not. Creatures capable
of taking purely mental actions (such as manifesting
powers) can do so. The subject of this power also
receives a new saving throw each round to shrug off the
effects of this power.
Augment: You can augment this power in one or both
of the follows ways:
1. For every 2 additional power points you spend, this
power can affect a target one size category larger.
2. For each 2 additional power points you spend, the
saving throw DC for this power is increased by +1.
Control Flames
Psychokinesis [Fire]
Level: Psion/Wilder 1, Swamp Lord 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: One nonmagical fire source; see text
Duration: Concentration, up to 1 minute/level
Saving Throw: See text
Power Resistance: No
Power Points: 1
You pyrokinetically control the intensity or movements
of one fire source. A nonmagical fire source can
be controlled if it is equal to or smaller than the
maximum size of fire you can control according to your
manifester level, as noted on the accompanying table.
You can freely switch control between fire sources, or
change the nature of your control, while you maintain
concentration, but only one specified change (keeping
a fire burning, animating it, or altering its size) can be
made to one fire source in a round. When your control
over a fire source lapses, that fire immediately returns
to its original state (or goes out if it has no fuel or has
been moved away from its original location). With
this power, you can artificially keep a fire burning that
would normally expire for lack of fuel; even dousing a
controlled flame with water does not put it out (though
completely submerging the flame would). Normally, a
creature at risk of catching on fire can avoid this fate
by making a DC 15 Reflex saving throw, with success
indicating that the fire has gone out. If the fire is one
that has been kept burning by the use of control flames,
then the DC of the Reflex save needed to put out the
flames increases to 25.
This power also enables you to make a fire
move as if it were a living creature. You can animate
only a naturally burning fire; if you attempt to animate
one that has been increased or decreased in size by your
augmentation of this power, the fire immediately returns
to its original size. An animated fire moves at a speed of
30 feet. A fire that moves away from its fuel or its original
location dies as soon as your control over it lapses.
143
POWERS ▪ Control Light-Control Object
An animated fire can enter any square, even
if a creature already occupies it. If an animated fire
enters a square occupied by a creature, that creature
can make a Reflex save to get out of the way (DC 11
+ the number of dice of damage the fire does + your
Int modifier if you are a psion or your Cha modifier if
you are a wilder). A successful Reflex save moves the
creature to the nearest unoccupied square. The flames
deal the indicated damage to any creature that is either
on fire or surrounded by the flames ((in the fire’s
space); see the accompanying table).
At the start of your turn, the animated fire
deals damage to any creature in its space, and the
creature catches on fire unless it makes a Reflex save
(DC as noted above). A victim on fire takes 1d6 points
of damage each round. Additional rounds in the same
space as the animated fire occupies mean additional
chances of ignition. The damage from multiple normal
fires stacks, but the victim gets a saving throw each
round to negate each fire. It is possible to switch
control from the animated fire (causing it to disappear)
to intensify flames that are already burning (thus
denying the foe Reflex saves after the first).
Augment: You can augment this power in one or both
of the following ways:
1. For every 2 additional power points you spend,
you can increase the size of a fire you want to control
by one step, up to the maximum size of fire you can
control according to your manifester level.
2. For every 2 additional power points you spend,
you can decrease the size of a fire you want to control
by one step. You can reduce a Tiny or smaller fire to
nothing, extinguishing it.
Control Light
Psychokinesis [see text]
Level: Psion/Wilder 1, Swamp Lord 1, Adept of
Shadows 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: Nine 10-foot cubes + three 10-foot cubes/level
Duration: Concentration, up to 1 minute/level, or 1
round; see text
Saving Throw: None
Power Resistance: No
Power Points: 1
Control Flames
Manifester Level
1st–2nd
3rd–4th
5th–6th
7th–8th
9th–10th
11th–12th
13th–14th
15th–16th
17th or higher
144
Fire Size
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
Example
Tindertwig
Torch
Small campfire
Large campfire
Forge
Bonfire
Burning shack
Burning tavern
Burning inn
By manipulating the ambient light level, you can
decrease or increase the illumination of an area. The
change in illumination can be gradual (taking as long
as 1 minute) or sudden (occurring immediately when
you manifest this power). You can alter the level of
illumination from its original level at any time during
the power’s duration.
Decrease: You can decrease the illumination of an
area by as little as 5% (barely perceptible) or as much
as 100% (total darkness). If you decrease the light by
50% or more, the visual ability of creatures that depend
on light to see declines accordingly. If you decrease
the ambient light in an area by 100%, even those with
lowlight vision are unable to see within the affected
area. For each 25% decrease in ambient light, characters
in the area gain a cumulative +1 circumstance bonus on
Hide checks (to a maximum of +4 when all the light is
gone). When the power is manifested using this option,
it gains the darkness descriptor. Any light effect of 1st
or higher level can counter this effect.
Increase: You can increase the illumination of an area
by as little as 5% (barely perceptible) or as much as
100%. If you increase the light by 50% or more, the
visual ability of creatures that depend on light to see
improves accordingly.
You can use this power to increase the
illumination of an area by 200% (improving visual
abilities accordingly), but in such a case the power’s
duration is only 1 round. When the power is manifested
using this option, it gains the light descriptor. Any
darkness effect of 1st or higher level can counter this
effect.
Control Object
Psychokinesis
Level: Kineticist 1
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Target: One unattended object weighing up to 100 lb.
Duration: Concentration, up to 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 1
You telekinetically “bring to life” an inanimate object.
Though it is not actually alive, the object moves under
your control. Live vegetation cannot be controlled
in this fashion, nor can already-animated objects or
Maximum Damage per Round
1
1d3
1d6
2d6
3d6
4d6
5d6
6d6
7d6
Space
1 foot square
1 foot square
1 foot square
1 foot square
1 foot square
2-by-2-foot square
3-by-3-foot square
4-by-4-foot square
5-by-5-foot square
Control Sound-Correspond ▪ POWERS
undead. The controlled object moves like a puppet,
with jerky and clumsy movements, at a speed of up to
20 feet. If its form is rigid, it makes creaking, groaning,
or grating sounds as you control it.
A controlled object can attack an opponent
if you direct it to do so. It has one slam attack, with
an attack bonus equal to your base attack bonus plus
your Intelligence modifier. If the attack hits, it deals
points of damage equal to 1d6 plus your Intelligence
modifier. A controlled object has its usual hardness and
hit points.
You can use this power on a nonmagical
lock, making it move in such a way as to attempt to
unlock itself. If another character makes an Open Lock
check involving a lock that you are concentrating on
controlling, the character gains a +4 bonus on the
check.
Control Sound
Psychokinesis [Sonic]
Level: Psion/Wilder 2, Swamp Lord 2, Adept of
Shadows 3
Display: Auditory; see text
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Target: One sound or mixture of related sounds
Duration: Concentration, up to 1 minute/level; see
text
Saving Throw: None
Power Resistance: No
Power Points: 3 (Psion/Wilder, Swamp Lord), 5
(Adept of Shadows)
You shape and alter existing sounds. You can target
one sound, such as a person speaking or singing, or
a group of related sounds, such as the patter of many
raindrops or the tramp of soldiers passing by. A sound
as quiet as a snapping finger can be controlled. You
can substitute any sound you have heard for the target
sound. If you attempt to exactly duplicate the voice
of a specific individual, or an inherently terrifying
sound (such as a lion’s roar), you must succeed on a
Bluff check with a +5 circumstance bonus opposed by
the intended listener’s Sense Motive check to avoid
arousing suspicion.
You can entirely muffle a noise or magnify
a sound to such loudness that it drowns out all other
conversation in the immediate area. In this way, you
can provide yourself or any with a +4 circumstance
bonus on Move Silently and Listen checks.
Alternatively, you can use up the power in
an instant. You do this by modulating a sound into a
one-time destructive impetus that shatters nonmagical/
nonpsionic, unattended objects of crystal, glass,
ceramics, or porcelain (vials, bottles, flasks, jugs,
mirrors, and so forth) in a 10-foot-radius area.
Range: 2 miles
Effect: 2-mile-radius circle, centered on you; see text
Duration: 4d12 hours; see text
Saving Throw: None
Power Resistance: No
Power Points: 13 (val’Ossan Gelumancer), 15 (Psion/
Wilder)
As the control weather spell, except as noted here.
Special: A val’Ossan Gelumancer enjoys the same
benefits while manifesting this power as a druid enjoys
while casting the spell.
Co-Opt Concentration
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/Wilder 6
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 11
You take over control of a power that was manifested
by the subject and that must be maintained through
concentration. You must be aware of the power that
you want to take control of; you cannot assume control
of a power that you are unaware of. Once you wrest
control of the power from the subject, you have several
options:
• Allow the power to function as normal.
• Keep the power targeted on the subject (if a personal
power) but decide how the power fulfills its function
each round.
• Retarget the power on yourself (if a personal power).
• Choose not to concentrate on the co-opted power in
the next round, ending the power at that point.
When the duration of co-opt concentration expires,
the power you took control of ends (even if this would
mean that the power ends earlier than normal).
Correspond
Telepathy [Mind-Affecting]
Level: Psion/Wilder 4, Swamp Lord 4, Adept of
Shadows 5
Display: Mental
Manifesting Time: 10 minutes
Range: See text
Target: One creature with an Intelligence score of 3
or higher
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 7 (Psion/Wilder, Swamp Lord), 9
(Adept of Shadows)
You forge a passive mental link with a creature with
Control Weather, Psionic
which you have previously had physical or mental
Psychometabolism [see text]
contact. The subject need not be within sight or even
Level: 7 (see val’Ossan Gelumancer prestige class), on the same plane as you are. The subject recognizes
Psion/Wilder 8
you, and you can mentally communicate with it for the
Display: Visual, Mental
duration (though nothing forces the subject to respond
Manifesting Time: 10 minutes; see text
to you), exchanging messages of twenty-five words
145
POWERS ▪ Create Sound-Crisis of Life
146
or less once per round. Receiving a message is not an power. If it fails its Will save, it can still continue to
action and does not provoke attacks of opportunity; breathe by taking a standard action in each round to
however, sending a message is equivalent to a standard gasp for breath.
action that can provoke attacks of opportunity.
An affected creature can attempt to take
actions normally (instead of consciously controlling
Create Sound
its breathing), but each round it does so, beginning in
Metacreativity (Creation) [Sonic]
the round when it failed its Will save, the subject risks
Level: Mist Wanderer 1, Psion/Wilder 1
blacking out from lack of oxygen. It must succeed on a
Display: Auditory; see text
Fortitude save at the end of any of its turns in which it
Manifesting Time: 1 standard action
did not consciously take a breath. The DC of this save
Range: Close (25 feet + 5 feet/2 levels)
increases by 1 in every consecutive round after the first
Effect: Sounds; see text
one that goes by without a breath; the DC drops back to
Duration: 1 round/level (D)
its original value if the subject spends an action to take
Saving Throw: None
a breath.
Power Resistance: No
If a subject fails a Fortitude save, it is disabled
Power Points: 1
(0 hp). In the following round, it drops to –1 hit points
You create a volume of sound that rises, recedes, and is dying. Curing powers or spells can revive a dying
approaches, or remains at a fixed place. You choose subject normally, so long as this power’s duration has
what type of sound the power creates when manifesting expired; if the power is still in effect, a revived creature
it and cannot thereafter change its basic character. is still subject to Fortitude saves in each round when it
The volume of sound created, however, depends on does not consciously breathe.
your level. You can produce as much noise as four Augment: You can augment this power in one or more
normal humans per manifester level (maximum twenty of the following ways:
humans). Thus, talking, singing, shouting, walking, 1. If you spend 2 additional power points, this power
marching, or running sounds can be created. The noise can also affect an animal, giant, magical beast, or
produced can be virtually any type of sound within the monstrous humanoid.
volume limit. A horde of rats running and squeaking 2. If you spend 4 additional power points, this power
is about the same volume as eight humans running can also affect an aberration, dragon, elemental, or
and shouting. A roaring lion is equal to the noise from outsider.
sixteen humans, while a roaring dire lion is equal to the 3. If you spend 6 additional power points, this power
noise from twenty humans.
can affect up to four creatures all within a 20-footIf you wish to create a specific message, up radius burst.
to twenty-five words can be created, and those words 4. For each 2 additional power points you spend, this
repeat over and over until the duration expires or the power’s save DC increases by 1.
power is dismissed. If you attempt to exactly duplicate In addition, for every 4 additional power points you
the voice of a specific individual or an inherently spend to achieve any of these effects (except the
terrifying sound (such as a lion’s roar), you must increase to DC), this power’s save DC increases by 1.
succeed on a Bluff check with a +2 circumstance bonus
opposed by the listener’s Sense Motive check to avoid Crisis of Life
arousing suspicion.
Telepathy [Mind-Affecting, Death]
Create sound can be used to bring sounds Level: Telepath 7
into existence that you later manipulate by manifesting Display: Mental
control sound.
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Crisis of Breath
Target: One creature
Telepathy (Compulsion) [Mind-Affecting]
Duration: Instantaneous
Level: Telepath 3
Saving Throw: Fortitude partial; see text
Display: Auditory
Power Resistance: Yes
Manifesting Time: 1 standard action
Power Points: 13
Range: Medium (100 feet + 10 feet/ level)
You interrupt the subject’s autonomic heart rhythm,
Target: One breathing humanoid
killing it instantly on a failed saving throw if it has 11
Duration: 1 round/level
Hit Dice or less. If the target makes its saving throw
Saving Throw: Will negates, Fortitude partial; see or has more than 11 Hit Dice, it takes 7d6 points of
text
damage.
Power Resistance: Yes
Augment: You can augment this power in one or both
Power Points: 5
of the following ways:
You compel the subject to purge its entire store of air 1. For every additional power point you spend, this
in one explosive exhalation, and thereby disrupt the power can kill a subject that has Hit Dice equal to 11 +
subject’s autonomic breathing cycle. The subject’s the number of additional points.
lungs do not automatically function again while the 2. For every 2 additional power points you spend, the
power’s duration lasts.
damage this power deals on a successful save increases
If the target succeeds on a Will save when by 1d6.
crisis of breath is manifested, it is unaffected by this
Crystal Shard-Death Urge ▪ POWERS
Crystal Shard
Metacreativity (Creation)
Level: Psion/Wilder 1, Rhi’zen 1, Swamp Lord 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 1
Upon manifesting this power, you propel a razor-sharp
crystal shard at your target. You must succeed on a
ranged touch attack with the ray to deal damage to a
target. The ray deals 1d6 points of piercing damage;
this damage is subject to damage reduction.
Augment: For every additional power point you spend,
this power’s damage increases by 1d6 points.
Crystallize
Metacreativity
Level: Shaper 6
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Target: One living creature
Duration: Permanent
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 11
You seed the subject’s flesh with supersaturated crystal.
In an eyeblink, the subject’s form seems to freeze
over, as its flesh and fluids are instantly crystallized.
Following the application of this power, the subject
appears lifeless. In fact, it is not dead (though no life
can be detected with powers or spells that detect such).
All active effects, regardless of source, are suspended
while the subject is crystallized.
This power has a chance of being dispelled,
through the use of dispel psionics, only by a manifester
of a higher level than you when you manifested this
power. When the power is dispelled, crystal melts back
into flesh, and the subject is in exactly the state he was
prior being affected by crystallize. The reality revision
power can instantly undo the effects of this power,
regardless of manifester level.
Danger Sense
Clairsentience
Level: Psion/Wilder 3, Psychic Warrior 3, Rhi’zen 3,
Adept of Shadows 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 5
You can sense the presence of danger before your
senses would normally allow it. Your intuitive sense
alerts you to danger from traps, giving you a +4 insight
bonus on Reflex saves to avoid traps and a +4 insight
bonus to Armor Class against attacks by traps.
Augment: If you spend 5 additional power points, this
power also gives you the uncanny dodge ability; if you
spend 10 additional power points, this power gives you
the improved uncanny dodge ability as well.
Darkvision, Psionic
Clairsentience
Level: Mist Wanderer 3, Psion/Wilder 3, Psychic
Warrior 2, Adept of Shadows 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 5 (Mist Wanderer, Psion/Wilder), 3
(Psychic Warrior, Adept of Shadows)
As the darkvision spell, except as noted here.
Daze, Psionic
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/Wilder 1
Display: Material and mental
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One humanoid creature that has 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
As the daze spell, except as noted here.
Augment: For every additional power point you spend,
this power can affect a target that has Hit Dice equal to
4 + the additional points.
Death Urge
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/Wilder 4
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
You plant a hidden death-urge impulse in the subject’s
unconscious. On the subject’s next turn, it looks for
the quickest method to end its life and attempts to do
so. The subject takes no other action on its turn except
attempting to harm itself.
If armed, the subject attacks itself as a fullround action. The attack automatically succeeds and
deals damage as a critical hit. If unarmed, the subject
moves adjacent to the nearest enemy and provokes an
attack of opportunity, offering its opponent an opening,
which the opponent may or may not choose to take
advantage of.
If the subject is unarmed and no enemy is
nearby, the subject simply does nothing at all. A subject
close to an immediate and lethal hazard such as a cliff
or a fire might hurl itself off the cliff or into the fire
instead of striking itself with a weapon.
147
POWERS ▪ Decelerate Arcana-Destiny Dissonance
Augment: For every 4 additional power points you Power Resistance: Yes
spend, this power’s save DC increases by 1 and its Power Points: 13
With decerebrate, you selectively remove a portion of
duration increases by 1 round.
the subject’s brain stem. The creature loses all cerebral
function, vision, hearing, and other sensory abilities,
Decelerate Arcana
and all voluntary motor activity. The subject becomes
Psychokinesis [Preternatural]
limp and unresponsive. Without extreme measures,
Level: Psion/Wilder 5
such as greater restoration or some other suitable
Display: Auditory and visual
effect of 7th level or higher, the creature perishes in 4
Manifesting Time: 2 rounds
days.
Range: 40 feet
Augment: Every two additional power points you
Area: 40-foot-radius emanation centered on you
spend increase this power’s save DC by 1.
Duration: 5 rounds
Saving Throw: None
Déjà Vu
Power Resistance: Yes
Telepathy [Mind-Affecting]
Power Points: 9
You weave a fine web of preternatural psionics Level: Psion/Wilder 1
that partially dampens the ability of all casters and Display: Mental
manifesters who are not using preternatural psionics. Manifesting Time: 1 standard action
The manifesting time and casting time of non- Range: Medium (100 feet + 10 feet/level)
preternatural powers and spells within the area of effect Target: One creature
Duration: 1 round
is increased by one step.
Casting and manifesting times of one Saving Throw: Will negates
immediate or one swift action become one move- Power Resistance: Yes
action (and now must be used during the regular Power Points: 1
initiative actions); casting and manifesting times of Your mental impulse forces the subject to repeat the
one move-action become one-standard action; one- actions it took on its previous turn. If the situation has
standard action becomes one round; and anything of changed in such a way that the subject can’t take the
one round or longer has the casting and manifesting same actions again (if its foe is dead, or the subject has
run out of power points, and so on), the subject stands
time increased by one round.
Augment: If you spend 9 additional power points, the still and takes no actions for 1 round. In any event, the
subject can still defend itself, and it retains its Dexterity
duration of this power is increased by 5 rounds.
bonus to AC even if it stands still.
Augment: For every 2 additional power points you
Deceleration
spend, this power’s save DC increases by 1.
Psychoportation
Level: Mist Wanderer 1, Psion/Wilder 1, Rhi’zen 1,
Demoralize
Swamp Lord 1
Telepathy [Mind-Affecting]
Display: Auditory and material
Level: Psion/Wilder 1, Rhi’zen 2
Manifesting Time: 1 standard action
Display: Mental and olfactory
Range: Close (25 feet + 5 feet/level)
Manifesting Time: 1 standard action
Target: One Medium or smaller creature
Range: 30 feet
Duration: 1 minute/level
Area: 30-foot-radius spread centered on you
Saving Throw: Reflex negates
Duration: 1 minute/level
Power Resistance: Yes
Saving Throw: Will negates
Power Points: 1
You warp space around an individual, hindering the Power Resistance: Yes
subject’s ability to move. The subject’s speed (in any Power Points: 1 (Psion/Wilder), 3 (Rhi’zen)
movement mode it possesses) is halved. A subsequent You fill your enemies with self-doubt. Any enemy
manifestation of deceleration on the subject does not in the area that fails its save becomes shaken for the
duration of the power. Allies and creatures without an
further decrease its speed.
Augment: For every 2 additional power points you Intelligence score are unaffected.
spend, this power can affect a target one size category Augment: You can augment this power in one or both
of the following ways:
larger.
1. For every 2 additional power points you spend, this
power’s range and the radius of its area both increase
Decerebrate
by 5 feet.
Psychoportation [Teleportation]
2. For every 2 additional power points you spend, this
Level: Psion/Wilder 7
power’s save DC increases by 1.
Display: Mental
Manifesting Time: 1 standard action
Destiny Dissonance
Range: Close (25 feet + 5 feet/level)
Clairsentience
Target: One living creature
Level: Seer 1
Duration: Instantaneous
Display: Material and mental
Saving Throw: Fortitude negates
148
Detect Hostile Intent-Detect Remote Viewing ▪ POWERS
Detect Psionics
Power or Item
—————— Aura Strength ——————
Faint
Moderate
Strong
Overwhelming
Functioning power (power level)
3rd or lower
4th–6th
7th–9th
10th+ (deity-level)
Psionic item (manifester level)
5th or lower
6th–11th
12th–20th
21st+ (artifact)
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
Your mere touch grants your foe an imperfect,
unfocused glimpse of the many possible futures in
store. Unaccustomed to and unable to process the
information, the subject becomes sickened for 1 round
per level of the manifester.
Detect Hostile Intent
Telepathy [Mind-Affecting]
Level: Psion/Wilder 2, Psychic Warrior 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: 30 feet
Area: 30-foot-radius emanation centered on you
Duration: 10 minutes/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3
While the duration of this power lasts, you become
aware of the presence of any creatures with hostile
intent within 30 feet of you, and their direction from
you (but not their specific location). The power detects
active aggression, as opposed to vigilance. In addition,
while this power is active you cannot be surprised or
caught flatfooted by creatures that are susceptible to
mind-affecting powers.
While under the effect of this power, you can
make Sense Motive checks as a free action against
anyone within 30 feet of you.
The power can penetrate barriers, but 3 feet of
stone, 3 inches of common metal, 1 inch of lead, or 6
feet of wood or dirt blocks it.
Detect Psionics
Clairsentience
Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Warrior
1, Rhi’zen 1, Swamp Lord 1, Adept of Shadows 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 60 feet
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
You detect psionic auras. A psionic aura is given off by
any active or permanent power, or during the use of any
psionic feat. Characters who have levels in a psionic
class, creatures with the psionic subtype, and creatures
with the Wild Talent feat possess psionic auras. The
amount of information revealed by the manifestation of
this power depends on how long you study a particular
area or subject.
1st Round: Presence or absence of psionic auras.
2nd Round: Number of different psionic auras and the
strength of the most potent aura.
3rd Round: The strength and location of each aura. If
the items or creatures bearing the auras are in line of
sight, you can make Psicraft checks to determine the
discipline involved in each aura. (Make one check per
aura; DC 15 + power level, or 15 + one-half manifester
level for an effect that is not created by a power, such
as that of a psionic item.)
Psionically charged locations, multiple
disciplines, or strong local psionic emanations may
confuse or conceal weaker auras.
Aura Strength: A psionic aura’s strength depends on a
functioning power’s level or an item’s manifester level.
If an aura falls into more than one category, detect
psionics indicates the stronger of the two. Detection of
an overwhelming aura (see the accompanying table)
dazes you for 1 round and the power ends.
Lingering Aura: A psionic aura lingers after its original
source dissipates (in the case of a power) or is
destroyed (in the case of a psionic item). If detect
psionics is manifested and directed at such a location,
the power indicates an aura of dim (even weaker than a
faint aura). How long the aura lingers at this dim level
depends on its original strength:
Original Strength
Duration
Faint
1d6 minutes
Moderate
1d6 x 10 minutes
Strong
1d6 hours
Overwhelming
1d6 days
Each round, you can turn to detect psionics in a new
area. You can tell the difference between magical and
psionic auras. The power can penetrate barriers, but 1
foot of stone, 1 inch of common metal, a thin sheet of
lead, or 3 feet of wood or dirt blocks it.
Detect Remote Viewing
Clairsentience
Level: Psion/Wilder 4
Display: Mental and visual
Manifesting Time: 1 standard action
Range: 40 ft
Area: 40-foot-radius emanation centered on you
Duration: 24 hours
149
POWERS ▪ Detect Teleportation-Dimensional Anchor, Psionic
Saving Throw: None
Power Resistance: No
Power Points: 7
You immediately become aware of any attempt to
observe you by means of a clairsentience (scrying)
power or divination (scrying) spell. The power’s effect
radiates from you and moves as you move. You know
the location of every psionic or magical sensor within
the power’s area.
If the viewing attempt originates within the
area, you also know the viewer’s location. Otherwise,
you and the remote viewer immediately make opposed
manifester level checks (1d20 + manifester level, or
viewer’s caster level as appropriate). If you at least
match the remote viewer’s result, you get a visual
image of the remote viewer and an accurate sense of
the remote viewer’s direction and distance from you.
Detect Teleportation
Clairsentience
Level: Nomad 1
Display: Visual
Manifesting Time: 1 standard action
Range: 40 feet
Area: 40-foot-radius emanation centered on you
Duration: Concentration, up to 1 minute (D)
Saving Throw: No
Power Resistance: No
Power Points: 1
You sense the use of any effects of the teleportation
subdiscipline within the area. You sense the use of
these powers whether or not you have line of sight
or line of effect (although a force effect prevents this
detection). When you sense the use of an appropriate
power, you know the direction in which the power was
used, though not the distance or the exact effect.
Augment: If you spend 2 additional power points,
this power’s range increases to Medium (100 feet + 10
feet/level).
Dimension Door, Psionic
Psychoportation (Teleportation)
Level: Psion/Wilder 4, Psychic Warrior 4, Rhi’zen 4,
Adept of Shadows 4
Display: Visual
Manifesting Time: 1 standard action
Range: Long (400 feet + 40 feet/level)
Target or Targets: You and touched objects or other
touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Power Resistance: No and Yes (object)
Power Points: 7
As the dimension door spell, except as noted here.
Augment: If you spend 6 additional power points, you
can manifest this power as a move action.
Dimension Slide
Psychoportation (Teleportation)
Level: Mist Wanderer 3, Psychic Warrior 3
Display: Visual
Manifesting Time: 1 standard action
150
Range: Close (25 feet+ 5 feet/2 levels)
Target: You; see text
Duration: Instantaneous
Power Points: 5
You instantly transfer yourself from your current
location to any other spot within range to which you
have line of sight. You can bring along possessions that
amount to as much as a medium load, including living
creatures that weigh as much as 20 pounds. Movement
caused by the use of dimension slide does not provoke
attacks of opportunity.
If you somehow attempt to transfer yourself to
a location occupied by a solid body or a location you
can’t see the power simply fails to function.
Augment: If you spend 4 additional power points, you
can manifest this power as a move action.
Dimension Swap
Psychoportation (Teleportation)
Level: Nomad 2, Psychic Warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Targets: You and one ally in range, or any two allies
in range; see text
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 3
You instantly swap positions between your current
position and that of a designated ally in range.
Alternatively, you can swap the positions of any two
allies in range. This power affects creatures of Large
or smaller size. You can bring along objects, but not
other creatures.
Special: A Psychic Warrior can manifest this power
to swap positions with an ally, but not to swap the
positions of two allies.
Augment: For every 2 additional power points you
spend, this power can affect a target one size category
larger.
Dimensional Anchor, Psionic
Psychoportation
Level: Nomad 4, Adept of Shadows 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Power Resistance: Yes (object)
Power Points: 7 (Nomad), 9 (Adept of Shadows)
As the dimensional anchor spell, except as noted here.
Disable
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/Wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: 20 feet
Area: Cone-shaped emanation centered on you
Discern Written Intent-Dismissal, Psionic ▪ POWERS
Duration: 1 minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You broadcast a mental compulsion that convinces
one or more creatures of 4 Hit Dice or less that they
are disabled (see Core Rulebook I). Creatures with the
fewest HD are affected first. Among creatures with
equal Hit Dice, those who are closest to the power’s
point of origin are affected first. Hit Dice that are not
sufficient to affect a creature are wasted. Creatures that
are rendered helpless or are destroyed when they reach
0 hit points cannot be affected.
Creatures affected by this power believe that
they have somehow been brought to the brink of
unconsciousness and must act accordingly. While
it’s possible for an important nonplayer character to
attempt some sort of “heroic” action, common NPCs
and creatures under the effect of this power typically
cower or retreat.
Any creature that attempts to take a standard
action immediately breaks the compulsion and can act
normally. A creature that attempts to heal itself or that
receives healing is likewise freed of the compulsion,
and if it is not actually wounded, the healing is
wasted. A creature that takes damage is also instantly
freed of the compulsion (although the damage still
counts against its actual current hit points).
Augment: You can augment this power in one or more
of the following ways:
1. For each additional power point you spend, this
power’s range increases by 5 feet.
2. For every 2 additional power points you spend, this
power’s save DC increases by 1.
3. For each additional power point you spend, this
power can affect targets that have Hit Dice equal to 4 +
the number of additional power points.
do so (such as with a cursed scroll). Furthermore,
once the power is manifested and you have read the
magical inscription, you are thereafter able to read
that particular passage without recourse to the use of
discern written intent. You can read at the rate of one
page (250 words) per minute.
Finally, this power allows you to identify a
glyph of warding with a DC 13 Psicraft check, a greater
glyph of warding with a DC 16 Psicraft check, or any
symbol spell with a Psicraft check (DC 10 + spell
level).
Disintegrate, Psionic
Psychoportation
Level: Psion/Wilder 6
Display: Auditory, material, and visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Power Resistance: Yes
Power Points: 11
A thin, green ray springs from your pointing finger.
You must make a successful ranged touch attack to hit.
Any creature struck by the ray takes 22d6 points of
damage. Any creature reduced to 0 or fewer hit points
by this power is entirely disintegrated, leaving behind
ashes (sufficient that a resurrection spell can return the
creature to life if desired). A disintegrated creature’s
equipment is unaffected.
When used against an object, the ray simply
disintegrates as much as one 10-foot cube of nonliving
matter. Thus, the power disintegrates only part of any
very large object or structure targeted. The ray affects
even objects constructed entirely of force, but not
psionic effects such as a null psionics field.
A creature or object that makes a successful
Fortitude save is partially affected, taking only 5d6
Discern Written Intent
points of damage. If this damage reduces the creature
Clairsentience
or object to 0 or fewer hit points, it is entirely
Level: Psion/Wilder 1, Swamp Lord 2
disintegrated.
Display: Mental
Only the first creature or object struck can
Manifesting Time: 1 standard action
be
affected;
that is, the ray affects only one target per
Range: Personal
manifestation.
Target: You
Augment: For every additional power point you spend,
Duration: 10 minutes/level
the damage this power deals to a subject that fails its
Power Points: 1 (Psion/Wilder), 3 (Swamp Lord)
By means of this power, you can decipher writing, saving throw increases by 2d6 points. Augmenting this
both magical and mundane, on objects—books, scrolls, power does not change the amount of damage the target
tombs, weapons and the like—that would otherwise be takes if it succeeds on its saving throw.
unintelligible.
If the writing is in a language that you cannot Dismissal, Psionic
understand, this power imparts the ability to understand Psychoportation
that writing; it does not, however, impact anything Level: Nomad 4
beyond its literal meaning. Furthermore, this power Display: Auditory
does not grant the ability to speak or write the language Manifesting Time: 1 standard action
in question; it only allows you to read the language. Range: Close (25 feet + 5 feet/2 levels)
Finally, it does not decipher codes or reveal messages Target: One extraplanar creature
Duration: Instantaneous
concealed in the text.
If the writing is magical, then the use of this Saving Throw: Will negates
power does not normally invoke the contained magic, Power Resistance: Yes
although in the case of certain cursed items it may Power Points: 7
As the dismissal spell, except as noted here.
151
POWERS ▪ Dismiss Ectoplasm-Dispel Psionics
Dismiss Ectoplasm
Metacreativity
Level: Mist Wanderer 3, Psion/Wilder 3, Swamp Lord
3, Adept of Shadows 3
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Area: 30-foot-radius burst
Duration: Instantaneous
Saving Throw: Will negates; see text
Power Resistance: No
Power Points: 5
You dismiss creatures, objects, or effects composed of
ectoplasm, such as astral constructs or the ectoplasmic
cocoon power, or that were formerly composed of
ectoplasm, such as items created by metacreativity
(creation) powers.
An ectoplasmic creature that fails its Will
saving throw dissipates into so much constituent
ectoplasm, which evaporates immediately.
A creature under the effect of the ectoplasmic
form power that fails its saving throw is either destroyed
outright or physically shifted to a random location on
the Astral Plane (50% chance for either result).
Other ongoing powers that create ectoplasmic
objects or effects, such as ectoplasmic cocoon, are
dismissed if you succeed on a manifester level check
(1d20 + your manifester level, maximum +10) against
a DC of 11 + the power’s manifester level.
Dispel Psionics
Psychokinesis
Level: Mist Wanderer 4, Psion/Wilder 3, Swamp Lord
3, Rhi’zen 4
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target or Area: One manifester, creature, or object; or
20-foot-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 5 (Psion/Wilder, Swamp Lord), 7 (Mist
Wanderer, Rhi’zen)
You can use dispel psionics to end ongoing powers
that have been manifested on a creature or object, to
temporarily suppress the psionic abilities of a psionic
item, or to end ongoing powers (or at least their
effects) within an area. A dispelled power ends as if its
duration had expired. Some powers, as detailed in their
descriptions, can’t be defeated by dispel psionics, or
can be ended only if you manifest dispel psionics at a
high enough manifester level. Dispel psionics can end
spell-like effects just as it does powers.
The effect of a power with an instantaneous
duration can’t be dispelled, because the psionic effect is
already over before the dispel psionics can take effect.
You choose to use dispel psionics in one of three
ways: a targeted dispel, an area dispel, or as a countermanifest.
Targeted Dispel: One object, creature, or power is
the target of the dispel psionics power. You make a
152
dispel check (1d20 + your manifester level, maximum
+10) against the power or against each ongoing power
currently in effect on the object or creature. The DC for
this dispel check is 11 + the power’s manifester level.
If you succeed on a particular check, that power is
dispelled; if you fail, that power remains in effect.
If you target an object or creature that is the
effect of an ongoing power or is under the effect of
an ongoing power, you make a dispel check to end
the power or its effect. If the object that you target is
a psionic item, you make a dispel check against the
item’s manifester level. If you succeed, all the item’s
psionic properties are suppressed for 1d4 rounds, after
which the item recovers on its own. A suppressed item
becomes nonpsionic for the duration of the effect. An
interdimensional interface is temporarily closed. A
psionic item’s physical properties are unchanged: A
suppressed psionic sword is still a sword (a masterwork
sword, in fact). Artifacts and deities are unaffected by
mortal power such as this.
You automatically succeed on your dispel
check against any power that you manifested yourself.
Area Dispel: When dispel psionics is used in this way,
the power affects everything within a 20-foot radius.
For each creature within the area that is the subject
of one or more powers, you make a dispel check
against the power with the highest manifester level.
If that check fails, you make dispel checks against
progressively weaker powers until you dispel one
power (which discharges the dispel psionics power so
far as that target is concerned) or until you fail all your
checks. The creature’s psionic items are not affected.
For each object within the area that is the target of
one or more powers, you make dispel checks as with
creatures. Psionic items are not affected by an area
dispel.
For each ongoing area or effect power whose
point of origin is within the area of the dispel psionics
power, you can make a dispel check to dispel the
power.
For each ongoing power whose area overlaps
that of the dispel psionics power, you can make a dispel
check to end the effect, but only within the overlapping
area.
If an object or creature that is the effect of an
ongoing power is in the area, you can make a dispel
check to end the power that created that object or
construct in addition to attempting to dispel powers
targeting the creature or object. You can choose to
automatically succeed on dispel checks against any
power that you have manifested.
Counter-Manifest: When dispel psionics is used
in this way, the power targets a manifester and is
manifested as a counter-manifest (page 120, Chapter
One: Preternatural Psionics section). Unlike a true
counter-manifest, however, dispel psionics may not
work; you must make a dispel check to counter the
other manifester’s power.
Augment: For every additional power point you spend,
the maximum bonus on your dispel check due to
manifester level increases by 2 (to a maximum bonus
of +20 for a 5-point expenditure).
Dispelling Buffer-Distract ▪ POWERS
Dispelling Buffer
Psychokinesis
Level: Kineticist 6, Psychic Warrior 6
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal or close (25 feet + 5 feet/2 levels);
see text
Target: You or one willing creature or one object
(object weighing up to 100 lb./level); see text
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance: Yes (harmless, object)
Power Points: 11
You create a psychokinetic shield around the subject
that improves the chance that any powers affecting the
subject will resist a dispel psionics power (or a dispel
magic spell) or a negation effect that targets a specific
power (such as shatter mind blank). When dispelling
buffer is manifested on a creature or object, add +5 to
the DC of the dispel check for each ongoing effect that
is subject to being dispelled.
Dispel psionics can negate dispelling buffer,
but against a targeted dispel, dispelling buffer is always
checked last (with the same +5 bonus). Against an
area dispel, dispelling buffer is checked in the order
according to its level (with the same +5 bonus).
Special: When a Psychic Warrior manifests this power,
the range is personal and the target is the manifester.
Power Resistance: No
Power Points: 3
Your touch, claw, or bite is corrosive, and sizzling
moisture visibly oozes from your natural weapon
or hand. You deal 4d6 points of acid damage to any
creature or object you touch with your successful melee
touch attack. Acid you secrete denatures 1 round after
use, losing all efficacy and ability to deal damage. You
are immune to your own acid.
Augment: For every 2 additional power points you
spend, this power’s damage increases by 1d6 points.
Dissolving Weapon
Psychometabolism [Acid]
Level: Mist Wanderer 2, Psychic Warrior 2, Rhi’zen 2,
Adept of Shadows 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: One held weapon; see text
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3
As dissolving touch, except your weapon is charged
with acid until you make a successful attack. This
effect ends if release the weapon.
Distant Strike
Dissipating Touch
Psychokinesis [Force]
Psychoportation (Teleportation)
Level: Psion/Wilder 3
Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Display: Auditory
Warrior 1, Swamp Lord 1
Manifesting Time: 1 standard action
Display: Auditory and visual
Range: Long (400 feet + 40 feet/ level)
Manifesting Time: 1 standard action
Target: One creature
Range: Touch
Duration: Instantaneous
Target: Creature or object touched
Saving Throw: Reflex half
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: None
Power Points: 5
Power
Resistance:
Yes
A subject you select is pummeled with telekinetic force
(object)
for 2d6 points of force damage. You can
Power Points: 1
choose to have the power deal an
Your mere touch can disperse
equal amount of nonlethal damage
the surface material of a foe or
instead.
object, sending a tiny portion of
Augment: For every additional
it far away. This effect is disruptive;
power point you spend, this power’s
thus, your successful melee touch
damage increases by one die (d6).
attack deals 1d6 points of damage.
For each extra two dice of damage,
Augment:
For
every
this power’s save DC
additional power point you
increases by 1.
spend, this power’s damage
increases by 1d6 points.
Distract
Telepathy
[MindDissolving Touch
Affecting]
Psychometabolism [Acid]
Level: Mist Wanderer 1,
Level: Psychic Warrior 2
Psion/Wilder 1, Psychic
Display: Visual
Warrior 1, Rhi’zen 1, Adept
Manifesting Time: 1 standard action
of Shadows
Range: Touch
Display: Mental
Target: Creature or object touched
Manifesting Time: 1 standard action
Duration: Instantaneous
Range: Close (25 feet + 5 feet/2 levels)
Saving Throw: None
Target: One creature
153
POWERS ▪ Divert Teleport-Duodimensional Claw
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You cause your subject’s mind to wander, distracting
her. Subjects under the effect of distract make all Listen,
Spot, Search, and Sense Motive checks at a –4 penalty.
Divert Teleport
Psychoportation (Teleportation)
Level: Psion/Wilder 7, Swamp Lord 7
Display: Visual
Manifesting Time: 1 immediate action; see text
Range: Medium (100 feet + 10 feet/level)
Area: A circle, centered on you, with a radius of 50 feet
+ 10 feet/level
Effect: Diverts the teleportation of any object or
creature whose weight does not exceed your maximum
load
Duration: 10 minutes/level (D)
Saving Throw: Will negates (foils diversion)
Power Resistance: Yes (foils diversion)
Power Points: 13
Similar to detect teleportation, except that you know
the intended destination, and you can divert the final
destination of any teleportation attempt made by others
within the area. You can manifest this power even if it
is not your turn.
You can divert the destination of both incoming
and outgoing teleportations, psionic and magical. You
must overcome the power resistance of creatures that
possess it to make a successful diversion, and the
teleporting creature can make a Will save to foil the
diversion as well.
For the purpose of this power, “divert” means
you choose the actual destination of any teleportation
attempt you can affect, as if you yourself were teleporting
to that location, regardless of the teleportation range of
the effect you are diverting. The destination you choose
must be a location with which you are very familiar or
that you have studied carefully.
Two divert teleport effects cancel each other
out; negating the entire effect.
Divination, Psionic
Clairsentience
Level: Psion/Wilder 4, Swamp Lord 4
Display: Mental and visual
Manifesting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 7
As the divination spell, except as noted here.
Dominate, Psionic
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 4
Display: Mental
Manifesting Time: 1 round
Range: Medium (100 feet + 10 feet/level)
Target: One humanoid
154
Duration: Concentration
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
As the dominate person spell, except as noted here.
Augment: You can augment this power in one or more
of the following ways:
1. If you spend 2 additional power points, this power
can also affect an animal, giant, magical beast, or
monstrous humanoid.
2. If you spend 4 additional power points, this power can
also affect an aberration, dragon, elemental, or outsider
in addition to the creature types mentioned above.
3. For every 2 additional power points you spend, this
power can affect an additional target. Any additional
target cannot be more than 15 feet from another target
of the power.
4. If you spend 1 additional power point, this power’s
duration is 1 hour rather than concentration. If you
spend 2 additional power points, this power’s duration
is 1 day rather than concentration. If you spend 4
additional power points, this power’s duration is 1 day
per manifester level rather than concentration.
In addition, for every 2 additional power
points you spend to achieve any of these effects, this
power’s save DC increases by 1.
Dream Travel
Psychoportation
Level: Nomad 7
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Targets: You and touched creature or creatures (up to
one/level)
Duration: 1 hour/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13
You and any creature you touch are drawn along a
crystal arc of reverie to the edge of conscious thought
and into dreamtime. You can take more than one
creature along with you (subject to your level limit), but
each one must be touching another one. You physically
enter the land of dreams, leaving nothing behind.
Any creatures that come along when dream
travel is manifested also make the transition to the
borders of unconscious thought. A creature separated
from you wanders off into the dreamscape. If a creature
remains in the dreamscape, it is powerless to leave
unless it can manifest the dream travel power itself or
someone who manifests the power seeks out the lost
creature.
Augment: For every 2 additional power points you
spend, this power’s save DC increases by 1.
Duodimensional Claw
Psychometabolism
Level: Psychic Warrior 3
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Ecto Protection-Ectoplasmic Form ▪ POWERS
Target: You
Duration: 10 minutes/level
Power Points: 5
If you have a claw attack (either from an actual natural
weapon or from an effect such as claws of the beast),
you can use this power to improve that weapon. One of
your claws becomes two-dimensional, making it razorsharp. The weapon is now psionically keen, increasing
its threat range from 20 to 19–20. This benefit does not
stack with other effects that improve a weapon’s threat
range.
Ecto Protection
Metacreativity
Level: Psion/Wilder 1
Display: Visual; see text
Manifesting Time: 1 standard action; see text
Range: Close (25 feet + 5 feet/2 levels)
Target: An astral construct you manifest
Duration: 1 minute/level
Saving Throw: None
Power Resistance: No
Power Points: 1
This power reinforces an astral construct created by the
astral construct power, giving you a +1 bonus on any
manifester level checks you make to protect it against
dispel psionics or a similar effect, and a +1 bonus on
its saving throw to resist dismiss ectoplasm. This power
can be manifested as a swift action in the same round
that you manifest an astral construct, as long as the
power points you spend to perform both actions does
not exceed your manifester level.
Augment: For every 2 additional power points you
spend, your bonus on manifester level checks to protect
your astral construct increases by 1, and your astral
construct’s bonus on its saving throw to resist dismiss
ectoplasm increases by 1.
Ectoplasmic Cocoon
Metacreativity
Level: Shaper 3
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Target: One Medium or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 5
You draw writhing strands of ectoplasm from the
Astral Plane that wrap up the subject like a mummy.
The subject can still breathe but is otherwise helpless,
unable to see outside the cocoon, speak, or take any
physical actions. The subject’s nostrils are clear (air
passes through the cocoon normally). The subject can
execute purely mental actions (such as manifesting
powers or casting spells with no verbal, somatic, or
material components).
Cutting or damaging the cocoon can free a
victim. The cocoon has hardness 8 and 20 hit points.
Teleportation and other forms of travel provide a
means of escape, but the cocoon extends into the
Ethereal Plane, blocking ethereal travel. An ectoplasmic
cocoon can’t be affected by dispel psionics, but it can
be dismissed with dismiss ectoplasm, or otherwise
destroyed by extreme measures or items.
The creature within the cocoon is visible only
as a vague shape (substantial enough to interrupt line of
sight) and cannot be directly harmed or interacted with
unless the cocoon is destroyed. The cocooned creature
can be moved normally (the weight of the cocoon is
negligible).
A creature that is cocooned while aloft begins
to fall immediately, and a creature that is cocooned
while swimming or underwater may drown.
Augment: You can augment this power in one or both
of the following ways:
1. For every 2 additional power points you spend, this
power’s save DC increases by 1.
2. For every 2 additional power points you spend, this
power can affect a target one size category larger.
Ectoplasmic Cocoon, Mass
Metacreativity
Level: Shaper 7
Range: Medium (100 feet + 10 feet/level)
Area: 20-foot-radius burst
Duration: 1 hour/level (D)
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 13
As ectoplasmic cocoon, except you can cocoon several
creatures (or a single big creature that fits in a 20-footradius sphere or hemisphere) in a mass of writhing
ectoplasm. Targets entirely within the area who fail
their save are caught and cocooned. If a creature’s body
is only partially within the area, this power does not
affect that creature.
Augment: For every 2 additional power points you
spend, the radius of this power’s area increases by 5
feet.
Ectoplasmic Form
Psychometabolism
Level: Egoist 3, Psychic Warrior 3, Mist Wanderer 3,
Adept of Shadows 5
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 5 (egoist, Psychic Warrior, Mist
Wanderer), 9 (Adept of Shadows)
You and all your gear become a partially translucent
mass of rippling ectoplasm that generally conforms
to your normal shape. You gain damage reduction
10/magic, and you gain immunity to poison and
critical hits. Your material armor becomes meaningless,
although your size, Dexterity, deflection bonuses, and
armor bonuses from force effects (such as those gained
by inertial armor) still apply to your Armor Class.
You can manifest powers while in ectoplasmic
form, but you must make a Concentration check (DC
20 + power level) for each power you attempt to
manifest.
155
POWERS ▪ Ectoplasmic Shambler-Empathic Transfer
You cannot physically attack, you lose
supernatural abilities (if any), and you can’t speak
while in ectoplasmic form. You can’t run, but you can
fly at a speed of 20 feet (perfect). You can pass through
small holes or narrow openings, even mere cracks,
with all you were wearing or holding in your hands.
You are subject to the effects of wind, and you can’t
enter water or other liquid. You also can’t manipulate
objects or activate items, even those carried along with
you. Continuously active items remain active, though
in some cases their effects may be moot (such as items
that provide armor or natural armor bonuses).
Ectoplasmic Shambler
Metacreativity (Creation)
Level: Psion/Wilder 5
Display: Auditory, material, and olfactory; see text
Manifesting Time: 1 round
Range: Long (400 feet + 40 feet/level)
Effect: One ectoplasmic manifestation of a size equal
to ten 10-foot cubes (S)
Duration: 1 minute/level
Saving Throw: None
Power Resistance: No
Power Points: 9
You fashion an ephemeral, many-legged mass of pseudoliving ectoplasm called an ectoplasmic shambler. You
can direct the shambler as a free action. It has a speed
of 10 feet. It can completely surround objects (and
opponents) over which it is manifested or onto which
it moves, because it has the consistency of thick mist.
The vision of those within the shambler is limited to 5
feet, and manifesting powers (or casting spells) within
the shambler is difficult due to the constant turbulence
felt by those caught in the shambler’s form.
Creatures enveloped by the shambler,
regardless of Armor Class, take 1 point of damage for
every two manifester levels you have in each round
they become or remain within the roiling turbulence
of the shambler. Anyone trying to manifest a power
must make a Concentration check (DC 15 + power’s or
spell’s level) to successfully manifest a power or cast a
spell inside the shambler.
A wind stronger than 20 miles per hour that
blows against the shambler reduces its speed to 0 feet
during the first round, and in subsequent rounds moves
it in the direction of the wind at a speed of 5 feet. A
wind stronger than 20 miles per hour that blows in the
direction the shambler travels increases its speed to 15
feet.
An ectoplasmic shambler is not subject to
dismissal, nor is it considered a creature.
Ego Whip
Telepathy
Level: Psion/Wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None; Will negates
156
Power Resistance: Yes
Power Points: 3
You reach into a foe’s mind and seal off a
portion of their ego. The target suffers a 1d6+3 point
penalty to Charisma. This penalty may not reduce the
target’s Charisma to below 1.
The target must also make a Will save. Failure
indicates they are dazed for 1 round.
Augment: This power can be augmented in one or
more of the following means:
1. For every additional 2 power points you spend while
manifesting this power, it receives a +1 enhancement
to the DC.
2. For every additional power point you spend while
manifesting this power, the penalty it imposes is one
point larger.
3. For every additional 3 power points you spend while
manifesting this power, the period of time the target is
dazed for on a failed save is increased by 1 round.
Empathic Feedback
Telepathy [Mind-Affecting]
Level: Psion/Wilder 4, Psychic Warrior 3, Rhi’zen 3,
Swamp Lord 4
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Power Points: 7 (Psion/Wilder, Swamp Lord), 5
(Psychic Warrior, Rhi’zen)
You empathically share your pain and suffering with
your attacker. Each time a creature strikes you in
melee, it takes damage equal to the amount it dealt
to you or 5 points, whichever is less. This damage is
empathic in nature, so powers and abilities the attacker
may have such as damage reduction and regeneration
do not lessen or change this damage. The damage from
empathic feedback has no type, so even if you took
fire damage from a creature that has immunity to fire,
empathic feedback will damage your attacker.
Augment: For every additional power point you spend,
this power’s damage potential increases by 1 point.
Empathic Transfer
Psychometabolism
Level: Egoist 2, Psychic Warrior 2
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: Instantaneous
Power Points: 3
You heal another creature’s wounds, transferring some
of its damage to yourself. When you manifest this
power, you can heal as much as 2d10 points of damage.
The target regains a number of hit points equal to the
dice result, and you lose hit points equal to half of
that amount. (This loss can bring you to 0 or fewer
hit points.) Powers and abilities you may have such
as damage reduction and regeneration do not lessen or
change this damage, since you are taking the target’s
Empathic Transfer, Hostile-Energy Ball ▪ POWERS
Manifesting Time: 1 standard action
Range: 30 feet
Area: 30-foot-radius spread centered on you
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
You detect the surface emotions of any creature you
can see that is in the power’s area. You can sense
basic needs, drives, and emotions. Thirst, hunger,
fear, fatigue, pain, rage, hatred, uncertainty, curiosity,
friendliness, and many other kinds of sensations and
moods can all be perceived.
You gain a +2 insight bonus on any Bluff,
Diplomacy, Intimidate, or Sense Motive checks that
you make in the round when you cease concentrating
on this power.
Augment: You can augment this power in one or both
of the following ways:
1. For every additional power point you spend, this
Empathic Transfer, Hostile
power’s range and the radius of its area increases by
Telepathy [Mind-Affecting]
Level: Telepath 3, Psychic Warrior 3, Rhi’zen 3, Adept 5 feet.
2. If you spend 2 additional power points, this
of Shadows 4
power’s maximum duration increases to 1 hour/level;
Display: Auditory and material
furthermore, you do not need to maintain concentration
Manifesting Time: 1 standard action
to keep the power active; however, in any round that
Range: Touch
you do not actively concentrate on the power, you
Target: Creature touched
lose the ability to detect the surface emotions. You can
Duration: Instantaneous
choose at the start of any given round to concentrate or
Saving Throw: Will half
not on this power as a free action.
Power Resistance: Yes
Power Points: 5 (telepath, Psychic Warrior, Rhi’zen),
Empty Mind
7 (Adept of Shadows)
You transfer your hurt to another. When you manifest Telepathy [Mind-Affecting]
this power and then make a successful touch attack, Level: Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1,
you can transfer 20 points of damage (or less, if you Adept of Shadows 1
choose) from yourself to the touched creature. You Display: Auditory
immediately regain hit points equal to the amount of Manifesting Time: 1 immediate action
Range: Personal
damage you transfer.
You cannot use this power to gain hit points Target: You
in excess of your full normal total. The transferred Duration: 1 round
damage is empathic in nature, so powers and abilities Power Points: 1
the subject may have such as damage reduction and You empty your mind of all transitory and distracting
thoughts, improving your self-control. You gain a +2
regeneration do not lessen or change this damage.
The damage transferred by this power has no bonus on all Will saves until your next action.
You can manifest this power instantly, quickly
type, so even if the subject has immunity to the type
of damage you originally took, the transfer occurs enough to gain its benefit in an emergency. Manifesting
this power is an immediate action, like manifesting a
normally and deals hit point damage to the subject.
Augment: You can augment this power in one or both quickened power, and it counts toward the normal limit
of one quickened power per round. You can use this
of the following ways:
1. For every additional power point you spend, you can power even when it is not your turn.
transfer an additional 5 points of damage (maximum 90 Augment: For every 2 additional power points you
spend, the bonus on your Will saves increases by 1.
points per manifestation).
2. If you spend 6 additional power points, this power
affects all creatures in a 20-foot-radius spread centered Energy Ball
on you (the total damage dealt and healed cannot Psychokinesis [see text]
exceed 90 points, divided as you choose between all Level: Kineticist 4
Display: Auditory
affected creatures).
Manifesting Time: 1 standard action
Range: Long (400 feet + 40 feet/level)
Empathy
Area: 20-foot-radius spread
Telepathy [Mind-Affecting]
Duration: Instantaneous
Level: Psion/Wilder 1, Mist Wanderer 1, Rhi’zen 1
Saving Throw: Reflex half
Display: Mental
pain into yourself in an empathic manner. The damage
transferred by this power has no type, so even if
you have immunity to the type of damage the target
originally took, the transfer occurs normally and deals
hit point damage to you.
Alternatively, you can use this power to
absorb one poison or one disease afflicting the target
creature into yourself. When you absorb a poison or
disease, you do not take any of the damage previously
dealt to the target by the affliction, but you do assume
the burden of making the secondary and/or continuing
Fortitude saves to combat the affliction.
Finally, you can use this power to transfer up
to 1 point of ability damage per manifester level from
the target to yourself (this is another alternate use).
Augment: For every additional power point you spend,
you can heal an additional 2d10 points of damage (to a
maximum of 10d10 points per manifestation).
157
POWERS ▪ Energy Bolt-Energy Cone
Power Resistance: Yes
Power Points: 7
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. You create an explosion of
energy of the chosen type that deals 7d6 points of
damage to every creature or object within the area. The
explosion creates almost no pressure.
Cold: A ball of this energy types causes fatigue on a
failed save (lasts for 1d6 rounds).
Electricity: Manifesting a ball of this energy type
provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A ball of this energy type deals +1 point of
damage per die.
Sonic: A ball of this energy type deals –1 point of
damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
Augment: For every additional power point you spend,
this power’s damage increases by one die (d6). For
each extra two dice of damage, this power’s save DC
increases by 1.
Energy Bolt
Psychokinesis [see text]
Level: Psion/Wilder 3, Swamp Lord 3
Display: Auditory
Manifesting Time: 1 standard action
Range: 120 feet
Area: 120-foot line
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 5
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. You release a powerful stroke
of energy of the chosen type that deals 5d6 points of
damage to every creature or object within the area. The
beam begins at your fingertips.
Cold: A bolt of this energy types causes fatigue on a
failed save (lasts for 1d6 rounds).
Electricity: Manifesting a bolt of this energy type
provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A bolt of this energy type deals +1 point of
damage per die.
Sonic: A bolt of this energy type deals –1 point of
damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
Augment: For every additional power point you spend,
this power’s damage increases by one die (d6). For
each extra two dice of damage, this power’s save DC
increases by 1.
Energy Burst
Psychokinesis [see text]
Level: Psion/Wilder 3
Display: Auditory
Manifesting Time: 1 standard action
158
Range: 40 feet
Area: 40-foot-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 5
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. You create an explosion of
unstable ectoplasmic energy of the chosen type that
deals 5d6 points of damage to every creature or object
within the area. The explosion creates almost no
pressure. Since this power extends outward from you,
you are not affected by the damage.
Cold: A burst of this energy types causes fatigue on a
failed save (lasts for 1d6 rounds).
Electricity: Manifesting a burst of this energy type
provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A burst of this energy type deals +1 point of
damage per die.
Sonic: A burst of this energy type deals –1 point of
damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
Augment: For every additional power point you spend,
this power’s damage increases by one die (d6). For
each extra two dice of damage, this power’s save DC
increases by 1.
Energy Cone
Psychokinesis [see text]
Level: Kineticist 3
Display: Auditory
Manifesting Time: 1 standard action
Range: 60 feet
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 5
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. You create a cone of energy
of the chosen type, extending outward from your hand
that deals 5d 6 points of damage to every creature or
object within the area.
Cold: A cone of this energy types causes fatigue on a
failed save (lasts for 1d6 rounds).
Electricity: Manifesting a cone of this energy type
provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A cone of this energy type deals +1 point of
damage per die.
Sonic: A cone of this energy type deals –1 point of
damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
Augment: For every additional power point you spend,
this power’s damage increases by one die (d6). For
each extra two dice of damage, this power’s save DC
increases by 1.
Energy Conversion-Energy Missile ▪ POWERS
Energy Conversion
Psychometabolism [see text]
Level: Psion/Wilder 7, Swamp Lord 7
Display: Mental
Manifesting Time: 1 standard action
Range: Personal and close (25 feet + 5 feet/2 levels);
see text
Effect: Ray; see text
Duration: 10 minutes/level
Saving Throw: None
Power Resistance: Yes
Power Points: 13
As energy resistance, except that instead of radiating
away energy as light, you store up the energy and can
later discharge it as a ray. To discharge a ray requires a
standard action. You can choose to fire any number of
rays during the power’s duration. The ray you fire must
be of one of the energy types you have stored (if you
have stored more than one type, you can choose what
kind of energy to use for each ray). If a ray successfully
strikes its target (requiring a ranged touch attack), the
target takes damage equal to the amount of energy
damage of that type you have stored, up to a maximum
of three times your manifester level. As long as this
power remains in effect, you can continue to absorb
energy damage and fire additional rays using the stored
damage. You cannot store more damage than 5 times
your manifester level.
This power’s subtype is the same as the type
of energy you discharge in a ray; thus, its subtype can
change during the course of the power’s duration.
Energy Current
Psychokinesis [see text]
Level: Kineticist 5
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: Any two creatures no more than 15 feet apart
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 9
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. Your body’s psionically
fueled bioenergetic currents produce an arc of energy
of the chosen type that targets a creature you designate
as the primary foe for 9d6 points of damage in every
round when the power remains in effect. Energy also
arcs off the primary foe to strike one additional foe
that is initially within 15 feet of the primary foe, or that
subsequently moves within 15 feet of the primary foe
while the duration lasts. Secondary foes take half the
damage that the primary foe takes in every round while
the duration lasts.
Should either the primary or secondary foe fall
to less than 0 hit points (or should a target completely
evade the effect with a special ability or power),
the energy current ’s arc randomly retargets another
primary and/or secondary foe while the duration lasts.
Targeted foes can move normally, possibly moving out
of range of the effect, but each round they are targeted
and remain in range they must make a saving throw to
avoid taking full damage in that round. If there is ever
a round in which there are not two valid targets for the
current, then this effect ends immediately.
Concentrating to maintain energy current
is a full-round action. If you take damage while
maintaining energy current, you must make a successful
Concentration check (DC 10 + damage dealt) to avoid
losing your concentration on the power.
Cold: A current of this energy types causes fatigue on
a failed save (lasts for 1d6 rounds).
Electricity: Manifesting a current of this energy type
provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A current of this energy type deals +1 point of
damage per die.
Sonic: A current of this energy type deals –1 point of
damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
Augment: You can augment this power in one or both
of the following ways:
1. For every additional power point you spend, this
power’s damage increases by one die (d6). For each
extra two dice of damage, this power’s save DC
increases by 1.
2. For every 4 additional power points you spend, this
power can affect an additional secondary target. Any
additional secondary target cannot be more than 15 feet
from all other targets of the power.
Energy Missile
Psychokinesis [see text]
Level: Kineticist 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Targets: Up to five creatures or unattended objects; no
two targets can be more than 15 feet apart.
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 3
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. You release a powerful missile
of energy of the chosen type at your foe. The missile
deals 3d6 points of damage to each creature or object
(unattended only) you target, to the maximum of five
targets. You cannot hit the same target multiple times
with the same manifestation of this power.
Cold: A missile of this energy types causes fatigue on
a failed save (lasts for 1d6 rounds).
Electricity: Manifesting a missile of this energy type
provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A missile of this energy type deals +1 point of
damage per die.
Sonic: A missile of this energy type deals –1 point of
damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
159
POWERS ▪ Energy Push-Energy Resistance, Specific
Augment: For every additional power point you spend,
this power’s damage increases by one die (d6). For
each extra two dice of damage, this power’s save DC
increases by 1
Energy Push
Psychokinetic [see text]
Level: Mist Wanderer 2, Psion/Wilder 2, Swamp Lord
2
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 3
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. You project a solid blast of
energy of the chosen type at a target, dealing it 2d6
points of damage. In addition, if a subject of up to one
size category larger than you fails a Strength check
(DC equal to 12 + your Intelligence (if psion) or
Charisma (if wilder)), the driving force of the energy
blast pushes it back 5 feet plus another 5 feet for every
5 points of damage it takes. If a wall or other solid
object prevents the subject from being pushed back, the
subject instead slams into the object and takes an extra
2d6 points of damage from the impact (no save). The
movement caused by energy push does not provoke
attacks of opportunity.
Cold: A blast of this energy types causes fatigue on a
failed save (lasts for 1d6 rounds).
Electricity: Manifesting a blast of this energy type
provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A blast of this energy type deals +1 point of
damage per die (damage from impact remains at 2d6
points).
Sonic: A blast of this energy type deals –1 point of
damage per die (damage from impact remains at 2d6
points) and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
Augment: For every 2 additional power points you
spend, this power’s damage increases by one die (d6)
and its save DC increases by 1 and the Strength check
DC increases by 1. The damage increase applies to
both the initial blast and any damage from impact with
an object.
Energy Ray
Psychokinesis [see text]
Level: Psion/Wilder 1, Swamp Lord 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
160
Power Points: 1
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. You create a ray of energy of
the chosen type that shoots forth from your fingertip
and strikes a target within range, dealing 1d6 points of
damage, if you succeed on a ranged touch attack with
the ray.
Cold: A ball of this energy types causes fatigue for 1
round.
Electricity: Manifesting a ray of this energy type
provides a +3 bonus on your attack roll if the target
is wearing metal armor and a +2 bonus on manifester
level checks for the purpose of overcoming power
resistance.
Fire: A ray of this energy type deals +1 point of
damage per die.
Sonic: A ray of this energy type deals –1 point of
damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
Augment: For every additional power point you spend,
this power’s damage increases by one die (d6).
Energy Resistance
Psychometabolism [see text]
Level: Mist Wanderer 4, Egoist 4, Psion/Wilder 4,
Psychic Warrior 4, Swamp Lord 4
Display: Visual [see text]
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 7
You change your body such that certain types of energy
no longer harm it. When you manifest this power,
choose an energy type (acid, cold, electricity, fire or
sonic), you gain resistance 20 against that energy type.
At manifester level 11, the granted resistance increases
to 30.
You have the option of radiating shadowy
illumination in a 60-foot radius when you absorb
energy using this power. The illumination persists for
one round for each point of resisted damage.
The resistance provided by this power also
extends to your equipment and does not stack with
other forms of resistance. This power has elemental
subtypes that match the chosen elements.
Augment: For every 2 additional power points you
spend while manifesting this power, it protects against
one additional energy type.
Energy Resistance, Specific
Psychometabolism [see text]
Level: Mist Wanderer 2, Psion/Wilder 2, Psychic
Warrior 2, Swamp Lord 2
Display: Visual [see text]
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Power Points: 3
Energy Retort-Energy Wall ▪ POWERS
You change your body such that a specific type of
energy no longer harms it. When you manifest this
power, choose one energy type (acid, cold, electricity,
fire or sonic), and you gain resistance 10 against that
energy type. If manifested by a 7th-level manifester,
this power instead grants resistance 20 against the
chosen energy type; this increases again to 30 at
manifester level 11.
You have the option of radiating shadowy
illumination in a 60-foot radius when you absorb
energy using this power. The illumination persists for
one round for each point of resisted damage.
The resistance provided by this power also
extends to your equipment and does not stack with
other forms of resistance. This power has an elemental
subtype that matches the chosen element.
Energy Retort
Psychokinesis [see text]
Level: Psion/Wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal and close (25 feet + 5 feet/2 levels);
see text
Targets: You and creature or object attacking you; see
text
Duration: 1 minute/level
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 5
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. You weave a field of potential
energy of the chosen type around your body. The first
successful attack made against you in each round
during the power’s duration prompts a response from
the field with out any effort on your part. The attack
may be physical, the effect of a power, or the effect
of a spell (including spell-like, supernatural, and
extraordinary abilities). An “ectoburst” discharges from
the field, targeting the source of the attack and dealing
4d6 points of damage of the chosen energy type. To
be affected, a target must be within close range, you
must have line of sight and line of effect to it, and you
must be able to identify the source of the attack. The
ectoburst is a ranged touch attack made using your base
attack bonus plus your key ability modifier for your
manifesting class.
Cold: A field of this energy types causes fatigue on a
failed save (lasts for 1d6 rounds).
Electricity: Manifesting a field of this energy type
provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A field of this energy type deals +1 point of
damage per die.
Sonic: A field of this energy type deals –1 point of
damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
Augment: For every additional power point you spend,
this power’s duration increases by 1 minute.
Energy Stun
Psychokinesis [see text]
Level: Psion/Wilder 2, Swamp Lord 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Area: 5-foot-radius burst
Duration: Instantaneous
Saving Throw: Reflex half and Will negates; see text
Power Resistance: Yes
Power Points: 3
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. You release a powerful stroke
of the chosen energy type that encircles all creatures
in the area, dealing 1d6 points of damage to each of
them. In addition, any creature that fails its save for
half damage must succeed on a Will save or be stunned
for 1 round.
Cold: A stroke of this energy types causes fatigue on a
failed save (lasts for 1d6 rounds).
Electricity: Manifesting a stroke of this energy type
provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A stroke of this energy type deals +1 point of
damage per die.
Sonic: A stroke of this energy type deals –1 point of
damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
Augment: For every additional power point you spend,
this power’s damage increases by one die (d6). For
each extra two dice of damage, this power’s save DC
increases by 1.
Energy Wall
Metacreativity (Creation) [see text]
Level: Psion/Wilder 3, Swamp Lord 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/ level)
Area: An opaque sheet of energy up to 20 feet long/
level or a ring of energy with a radius of up to 5 feet/2
levels
Duration: Concentration + 1 round/ level
Saving Throw: Reflex half
Power Resistance: No
Power Points: 5
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. You create an immobile sheet
of energy of the chosen type formed out of unstable
ectoplasm. One side of the wall, selected by you, sends
forth waves of energy, dealing 2d6 points of damage to
creatures and objects within 10 feet and 1d6 points of
damage to those beyond 10 feet but within 20 feet. In
addition, anyone passing though the energy wall takes
2d6 points of damage +1 point per manifester level
(maximum +20).
If you manifest the wall so that it appears
where creatures are, each creature takes damage as if
passing through the wall.
161
POWERS ▪ Energy Wave-Entropy Burst
If you manifest this power in the form of a
ring of energy, you choose whether the waves of energy
radiate inward or outward from the ring.
Cold: A wall of this energy types causes fatigue on a
failed save (lasts for 1d6 rounds).
Electricity: Manifesting a sheet of this energy type
provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A sheet of this energy type deals +1 point of
damage per die.
Sonic: A sheet of this energy type deals –1 point of
damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
Energy Wave
Psychokinesis [see text]
Level: Psion/Wilder 7, Swamp Lord 7
Display: Auditory
Manifesting Time: 1 standard action
Range: 120 feet
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 13
Upon manifesting this power, you choose cold,
electricity, fire, or sonic. You create a flood of energy
of the chosen type out of unstable ectoplasm that deals
13d6 points of damage to each creature and object
in the area. This power originates at your hand and
extends outward in a cone.
Cold: . A wave of this energy types causes fatigue on a
failed save (lasts for 1d6 rounds).
Electricity: Manifesting a wave of this energy type
provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A wave of this energy type deals +1 point of
damage per die.
Sonic: A wave of this energy type deals –1 point of
damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy
you manifest.
Augment: For every additional power point you spend,
this power’s damage increases by one die (d6). For
each extra two dice of damage, this power’s save DC
increases by 1.
Enhanced Perception
Psychometabolism
Level: Mist Wanderer 1, Psion/Wilder 2, Psychic
Warrior 1, Swamp Lord 2, Adept of Shadows 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 3 (Psion/Wilder, Swamp Lord), 1
(Psychic Warrior, Mist Wanderer, Adept of Shadows)
You gain low-light vision (as an Elorii) for the duration
162
of the power, as well as a +2 bonus on Search and Spot
checks.
In addition, you gain the ability to notice
secret or concealed doors by merely passing within 5
feet of one, getting to make a Search check as if you
were actively looking for it.
If enhanced perception is used in conjunction
with my light, the cone of light extends out to 40 feet
instead of 20 feet.
Entangling Ectoplasm
Metacreativity (Creation)
Level: Psion/Wilder 1, Rhi’zen 2, Swamp Lord 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One Medium or smaller creature
Duration: 5 rounds
Saving Throw: None
Power Resistance: No
Power Points: 1 (Psion/Wilder, Swamp Lord), 3
(Rhi’zen)
You draw forth a glob of ectoplasmic goo from the
Astral Plane and immediately throw it as a ranged touch
attack at any creature in range. On a successful hit, the
subject is covered in goo and becomes entangled (as
defined in Core Rulebook I). The goo evaporates at the
end of the power’s duration.
Augment: For every 2 additional power points you
spend, this power can affect a target one size category
larger.
Entropic Leech
Psychokinesis (Preternatural) [Entropy]
Level: Kineticist 8, Psion/Wilder 9
Display: Auditory and Mental
Manifesting Time: 1 round
Range: Medium (100 feet + 10 feet/level)
Area: Two 10-foot cubes per level (S)
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 15 (Kineticist), 17 (Psion/Wilder)
When the entropic leech power is manifested, the
whole area is shot through with sheets of raw entropy.
The entropy leeches at the life force of all creatures
and living things within the area, dealing 15d6 points
of entropy damage.
Augment: For every additional power point you spend,
this power’s damage increases by one die (d6). For
each extra two dice of damage, this power’s save DC
increases by 1.
Entropy Burst
Psychokinesis (Preternatural) [Entropy]
Level: Kineticist 6, Psion/Wilder 7
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: 10 foot radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Eradicate Invisibility-Evade Burst ▪ POWERS
Power Resistance: Yes
Power Points: 11 (Kineticist), 13 (Psion/Wilder)
You summon forth a burst of raw entropy to damage
your foes. Creatures that are within the burst suffer
6d4 entropy damage. All creatures that take damage
must also make a Fortitude save; creatures that fail are
stunned for 1 round.
Augment: This power can be augmented in one or
more of the following means:
1. Each 2 additional power points spent while
manifesting this power increase the DC of this power
by 1.
2. Each 2 additional power points spent while
manifesting this power increase the initial damage
dealt by 1d4.
2. Each 6 additional power points spent while
manifesting this power increase the duration of the
stunning effect by 1 round, and increase the DC by 1.
Eradicate Invisibility
Psychokinesis
Level: Psion/Wilder 3, Swamp Lord 3
Display: Visual
Manifesting Time: 1 standard action
Range: 50 feet
Targets: You and all invisible creatures and objects in
a 50-foot-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 5
You radiate a psychokinetic burst that disrupts and
negates all types of invisibility (though this power can’t
negate the effect of cloud mind). Any creature that fails
its save to avoid the effect loses its invisibility.
Creatures that are naturally invisible, such as
an invisible stalker, are revealed as a dim outline for 1
round (until the beginning of your next turn) and do not
have total concealment during this period.
Augment: For every additional power point you spend,
this power’s range and the radius of the burst in which
it functions both increase by 5 feet.
Errant Strike
Metacreativity (Creation, Preternatural) [Entropic]
Level: Mist Wanderer 4, Psychic Warrior 5
Display: Material
Manifesting Time: 1 standard action
Range: Touch
Target: One melee weapon touched
Duration: 1 round/level
Saving Throw: No
Power Resistance: No
Power Points: 9 (Psychic Warrior), 7 (Mist Wanderer)
You draw forth strands of entropic energy, solidify them,
and bond them to the edges of the touched weapon. A
weapon so modified has its critical multiplier increased
by 1.
The effects of this power do no stack with
any magical or psionic effect that increases the critical
range of a weapon; nor can this power be applied to
any weapon with an enhancement whose activation
strength is tied to the critical multiplier, such as the
elemental burst enhancements.
In Living Arcanis, this power is restricted and
may not be known or manifested without campaign
documentation.
Escape Detection
Clairsentience
Level: Mist Wanderer 3, Seer 3, Psychic Warrior 3,
Adept of Shadows 3
Display: None
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 5
You (plus all your gear and any objects you carry)
become difficult to detect by clairsentience powers
such as clairvoyant sense, remote viewing, and psionic
true seeing. If a clairsentience power or similar effect
is attempted against you, the manifester of the power
must succeed on a manifester level check (1d20 +
manifester level, or caster level if the opponent is not a
manifester) against a DC of 13 + your manifester level
(maximum +10).
Ethereal Jaunt, Psionic
Psychoportation
Level: Nomad 7
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 13
As the ethereal jaunt spell, except as noted here.
Etherealness, Psionic
Psychoportation
Level: Psion/Wilder 9
Manifesting Time: 1 standard action
Range: Touch
Targets: You and one other touched willing creature/
three levels; all targets must be joined by linked hands
Duration: 1 minute/level (D)
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 17
As the etherealness spell, except as noted here.
Evade Burst
Psychometabolism
Level: Psion/Wilder 7, Psychic Warrior 3, Rhi’zen 3,
Adept of Shadows 4
Display: Material
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 13 (Psion/Wilder), 5 (Psychic Warrior,
Rhi’zen), 7 (Adept of Shadows)
163
POWERS ▪ Exhalation of Neroth-False Sensory Input
You throw off a faux ectoplasmic shell, allowing you
to slide out of range of a damaging effect. When you
manifest this power in conjunction with making a
successful Reflex save against an attack that normally
deals half damage on a successful save, you instead take
no damage. You must choose to manifest this power
before you know the result of the Reflex saving throw.
You can manifest this power with an instant
thought, quickly enough to save yourself if you
unexpectedly come within range of a dangerous effect.
You can even manifest this power when it isn’t your
turn.
Augment: If you spend 4 additional power points, you
take only half damage on a failed Reflex save.
Exhalation of Neroth
Psychometabolism [Acid]
Level: Mist Wanderer 3, Psychic Warrior 3
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 5
You spit forth vitriolic acid, originating from your
mouth, at your target. If you succeed on a ranged touch
attack, the target takes 3d6 points of acid damage.
Augment: For every 2 additional power points you
spend, this power’s damage increases by 1d6 points.
Expansion
Psychometabolism
Level: Psychic Warrior 1
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 1
This power causes instant growth, doubling your
height, length, and width and multiplying your weight
by 8. This increase changes your size category to the
next larger one. You gain a +2 size bonus to Strength,
a –2 size penalty to Dexterity (to a minimum effective
Dexterity score of 1), a –1 size penalty on attack rolls,
and a –1 size penalty to Armor Class due to your
increased size.
If your new size is Large or larger, you have
a space of at least 10 feet and a natural reach of at
least 10 feet. This power doesn’t change your speed.
If insufficient room is available for the desired growth,
you attain the maximum possible size and can make a
Strength check (using your increased Strength score) to
burst any enclosures in the process. If you fail, you are
constrained without harm by the materials enclosing
you—you cannot crush yourself to death by increasing
your size.
All of your equipment, worn or carried, is
similarly expanded by this power. Melee weapons deal
more damage.
164
Other psionic or magical properties are not
affected by this power. Any affected item that leaves
your possession (including a projectile or thrown
weapon) instantly returns to its normal size. This
means that thrown weapons deal their normal damage
(projectiles deal damage based on the size of the
weapon that fired them). Multiple effects that increase
size do not stack, which means (among other things)
that you can’t use a second manifestation of this power
to further expand yourself.
Augment: You can augment this power in one or more
of the following ways:
1. If you spend 6 additional power points, you can
manifest this power as a swift action instead of a
standard action.
2. If you spend 2 additional power points, this power’s
duration is 1 minute per level rather than 1 round per
level.
3. If you spend 4 additional power points, this power’s
duration is 10 minutes per level rather than 1 round
per level.
False Sensory Input
Telepathy [Mind-Affecting]
Level: Telepath 3, Adept of Shadows 4
Display: Mental
Manifesting Time: 1 round
Range: Long (400 feet + 40 feet/level)
Target: One creature
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5 (Telepath), 7 (Adept of Shadows)
You have a limited ability to falsify one of the subject’s
senses. The subject thinks she sees, hears, smells,
tastes, or feels something other than what her senses
actually report. You can’t create a sensation where
none exists, nor make the subject completely oblivious
to a sensation, but you can replace the specifics of one
sensation with different specifics. For instance, you
could make a human look like a dwarf (or one human
look like another specific human), a closed door look
like it is open, a vat of acid smell like rose water, a
parrot look like a bookend, stale rations taste like fresh
fruit, a light pat feel like a dagger thrust, a scream
sound like the howling wind, and so on.
You can switch between senses you falsify
round by round. You can’t alter the size of an object
by more than 50% by using this power. Thus, you
couldn’t make a castle look like a hovel, but you could
make it look like a different castle, or a rough hillock
of approximately the same size. If this power is used
to distract an enemy manifester who is attempting to
use his powers, the enemy must make a Concentration
check as if being grappling or pinned.
Because you override a victim’s senses, you
can fool a victim who is using true seeing or some
other method of gathering information, assuming you
know that the victim is actively using such an effect
and you can maintain concentration.
Augment: For every 2 additional power points you
spend, this power can affect an additional target. All
targets must be within 15 feet of all other targets.
Far Hand-Fiery Discorporation ▪ POWERS
Far Hand
Psychokinesis
Level: Mist Wanderer 1, Psion/Wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: A nonmagical, unattended object weighing up
to 5 lb.
Duration: Concentration, up to 1 minute
Saving Throw: None
Power Resistance: No
Power Points: 1
You can mentally lift and move an object at will from
a distance. As a move action, you can propel the object
as far as 15 feet in any direction, though the power ends
if the distance between you and the object exceeds the
power’s range.
Augment: For every 2 additional power points you
spend, this power’s range increases by 5 feet.
Fate Link
Clairsentience
Level: Seer 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: Any two living creatures that are initially no
more than 30 feet apart.
Duration: 10 minutes/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5
You temporarily link the fates of any two creatures, if
both fail their saving throws. If either linked creature
experiences pain, both feel it. When one loses hit
points, the other loses the same amount. If one takes
nonlethal damage, so does the other. If one creature
is subjected to an effect to which it is immune (such
as a type of energy damage), the linked creature is
not subjected to it either. If one dies, the other must
immediately succeed on a Fortitude save against this
power’s save DC or gain two negative levels.
No other effects are transferred by the fate link.
The targets of this power do not have to remain within
30 feet of each other after the power is manifested.
Augment: For every 2 additional power points you
spend, this power’s save DC increases by 1.
You can manifest this power instantly, quickly
enough to gain its benefits in an emergency. If you use
the power to reroll a saving throw, you can manifest
this power even when it is not your turn.
Feat Leech
Clairsentience
Level: Mist Wanderer 2, Psion/Wilder 2, Psychic
Warrior 2, Rhi’zen 2
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 3
You can use another’s psionic or metapsionic feats
for yourself. You make a melee touch attack against a
target. If successful, you are immediately familiar with
the target’s psionic and metapsionic feats, if any, and
you can choose a number of these feats to “leech” equal
to your Wisdom modifier (minimum one).
While the power lasts, you are treated as if
you possessed the stolen feats, despite the fact that you
have more feats than normally allowed. During this
same period, the target can make no use of the stolen
feats. When the power’s duration expires, you lose
access to the feats, and the target gains immediate use
of them. This transfer occurs regardless of the distance
between you and the target.
If the duration of feat leech is extended by the
use of a metapsionic feat, the target gains a Will saving
throw every 10 minutes beyond the normal duration.
If this save succeeds, the power’s duration ends. If
the target is killed before the duration expires, you
immediately lose the benefit of the stolen feats.
You cannot steal a feat for which you do not
meet the prerequisites, if any. However, you can use a
stolen feat as the prerequisite for another stolen feat.
Augment: For every 2 additional power points you
spend, this power’s save DC increases by 1.
Fiery Discorporation
Psychokinesis [Fire]
Level: Kineticist 5
Display: Visual
Manifesting Time: 1 immediate action
Fate of One
Range: Personal
Clairsentience
Target: You
Level: Seer 7
Duration: Instantaneous and up to one day; see text
Display: Mental and visual
Power Points: 9
Manifesting Time: 1 immediate action
You use your mastery of energy to cheat death. If you
Range: Personal
are within 30 feet of an open flame, you can use this
Target: You
power. Any damage that would reduce you to 0 hit
Duration: Instantaneous
points or lower instead has a chance to discorporate
Power Points: 13
you. You attempt a Will save (DC 5 + damage dealt);
Your limited omniscience allows you to reroll a saving if it succeeds, you simply break apart into dozens of
throw, attack roll, or skill check. Whatever the result of flitting tongues of flame and vanish, along with all of
the reroll, you must use it even if it is worse than the your gear and anything you are holding or carrying. You
original roll.
do not suffer the damage that triggers the manifesting
of this power if you successfully discorporate.
165
POWERS ▪ Fiery Discorporation, Great-Fly, Psionic
One day later, you reappear adjacent to an open
flame nearest to the place where you discorporated,
seeming to materialize from the fire (you choose where
you appear along the perimeter of that open flame).
While discorporated, you do not exist—you can do
nothing, nor can any of your enemies do anything to
you.
Augment: For every 3 additional power points you
spend, you gain a +1 bonus on your Will save to
determine whether you discorporate.
Fly, Psionic
Psychoportation
Level: Nomad 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 5
As the fly spell, except as noted here.
Fiery Discorporation, Greater
Psychokinesis [Fire]
Level: Kineticist 7
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal and Medium (100 feet + 10 feet/
level)
Target: You and one creature
Duration: Instantaneous and up to one day; see text
Power Points: 13
As the fiery discorporation power, except as noted
here.
When you discorporate, you may direct a
burst of fire towards the creature that struck the blow
that discorporated you. Treat this as a ranged touch
attack that deals 6d6 fire damage.
Augment: In addition to the augment option of the
fiery discorporation power, the following option is
available when manifesting this power.
For every two additional power points you spend, this
power’s damage increases by one die (d6).
Force Screen
Psychokinesis [Force]
Level: Mist Wanderer 1, Psion/Wilder 1, Psychic
Warrior 1, Rhi’zen 1, Swamp Lord 1, Adept of Shadows
1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 1
You create an invisible mobile disk of force that
hovers in front of you. The force screen provides a +4
shield bonus to Armor Class (which applies against
incorporeal touch attacks, since the force screen is a
force effect). Since it hovers in front of you, the effect
has no armor check penalty associated with it.
Augment: For every 4 additional power points you
spend, the shield bonus to Armor Class improves by
1.
Fire Shield, Psionic
Psychokinesis [see text]
Level: 4 (see val’Ossan Gelumancer prestige class),
Psion/Wilder 5, Swamp Lord 5
Display: Mental, Physical
Manifesting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round / level (D)
Power Points: 7 (val’Ossan Gelumancer), 9 (Psion/
Wilder, Swamp Lord)
As the fire shield spell, except as noted here.
Float
Psychoportation
Level: Mist Wanderer 1, Psion/Wilder 1, Psychic
Warrior 1, Rhi’zen 1, Swamp Lord 1, Adept of
Shadows 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 1
You mentally support yourself in water or similar
liquid. You can swim at a speed of 10 feet using
the power alone, or use it to boost your swim
speed by 10 feet.
166
Form of Doom-Fusion ▪ POWERS
Form of Doom
Psychometabolism (Preternatural)
Level: Psychic Warrior 6
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/level (D)
Power Points: 11
You wrench from your subconscious a terrifying
visage of deadly hunger and become one with it.
You are transformed into a nightmarish version of
yourself, complete with an ooze-sleek skin coating,
lashing tentacles, and a fright-inducing countenance.
You effectively gain a +10 bonus on Disguise checks,
though you retain your basic shape and can continue
to use your equipment. This power cannot be used to
impersonate someone; while horrible, your form is
recognizably your own.
You gain the frightful presence extraordinary
ability, which takes effect automatically when you
charge a foe. Opponents within 30 feet of you that
have fewer Hit Dice or levels than you and that witness
your charge become shaken for 5d6 rounds if they fail
a Will save (DC 16 + your Cha modifier). An opponent
that succeeds on the saving throw is immune to your
frightful presence for 24 hours. Frightful presence is a
mind-affecting fear effect.
Your horrific form grants you a natural armor
bonus of +5, damage reduction 5/–, and a +4 bonus to
your Strength score. In addition, you gain +10 feet to
your land speed as well as a +10 bonus on Climb and
Jump checks.
A nest of violently-flailing black tentacles
sprout from your hair and back. You can make up to
four additional attacks with these tentacles in addition
to your regular melee attacks in each round that you
take a full attack action. You can make tentacle attacks
within the space you normally threaten. If you make
your tentacle attacks in addition to you regular melee
attacks, each tentacle attacks at your highest base attack
bonus with a –5 penalty. If you forgo all of your other
attacks, making only tentacle attacks, you make your
tentacle attacks at your highest base attack bonus with
no penalty. These tentacles deal 2d8 points of damage
plus one-half your Strength bonus on each successful
strike.
This power functions only while you inhabit
your base form (for instance, you can’t be metamorphed
or polymorphed into another form, though you can use
claws of the beast, and bite of the wolf in conjunction
with this power for your regular attacks), and while
your mind resides within your own body.
Augment: For every additional power point you spend,
this power’s duration increases by 2 rounds.
Range: Personal
Target: You
Duration: 10 minutes/level
Power Points: 7 (Psion/Wilder, Psychic Warrior,
Mist Wanderer, Rhi’zen, Swamp Lord), 9 (Adept of
Shadows)
As the freedom of movement spell, except as noted
here.
Fuse Flesh
Psychometabolism
Level: Psion/Wilder 6, Swamp Lord 6
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates and Fortitude partial;
see text
Power Resistance: Yes
Power Points: 11
You cause the touched subject’s flesh to ripple, grow
together, and fuse into a nearly seamless whole. The
subject is forced into a fetal position (if humanoid),
with only the vaguest outline of its folded arms and legs
visible below the all-encompassing wave of flesh. The
subject retains the ability to breathe, eat, and excrete,
but may lose the use of its senses (see below). If the
sudden transformation would prove fatal to the creature
(such as fusing a swimming, air-breathing subject, or a
flying subject), the subject gets a +4 bonus on the save.
Unless it loses the use of its senses (see below), the
creature can still perform purely mental actions, such
as manifesting powers.
If the target fails its Fortitude save to avoid the
power’s effect, the subject must immediately attempt a
second Fortitude save. If this second save is failed, the
creature’s eyes and ears fuse over, effectively blinding
and deafening it. Moreover, it loses its extraordinary,
supernatural, and spell-like abilities, as well as its
ability to manifest powers (if any), and is generally in
sorry shape.
Incorporeal or gaseous creatures and creatures
not composed of flesh are immune to fuse flesh, and
a shapechanger can revert to its unfused form as a
standard action.
Augment: For every 2 additional power points you
spend, this power’s save DC increases by 1.
Fusion
Psychometabolism
Level: Egoist 8
Display: Auditory, material, and visual
Manifesting Time: 1 round
Range: Touch
Targets: You and one touched willing creature of your
Freedom of Movement, Psionic
type and your size or smaller
Psychoportation
Duration: 1 minute/level (D)
Level: Mist Wanderer 4, Psion/Wilder 4, Psychic Warrior Power Points: 15, XP
4, Rhi’zen 4, Swamp Lord 4, Adept of Shadows 5
You and another willing, corporeal, living creature of
Display: Auditory
the same or smaller size fuse into one being. As the
Manifesting Time: 1 standard action
manifester, you control the actions of the fused being.
167
POWERS ▪ Graft Weapon-Grip of Iron
However, you can give up this control to the other
creature. Once you give up control, you cannot regain
it unless the other creature relinquishes it.
The fused being has your current hit points
plus the other creature’s current hit points. The fused
being knows all the powers you and the other creature
know, has the sum of your and the other creature’s
power points, and knows or has prepared any spells
you or the other creature possesses (if any). Likewise,
all feats, racial abilities, and class features are pooled
(if both creatures have the same ability, the fused being
gains it only once). For each of the six ability scores,
the fused being’s score is the greater of yours and
the other creature’s, and the fused being also has the
higher Hit Dice or manifester level—this effectively
means the fused being uses the better saving throws,
attack bonus, and skill modifiers of either member,
and it manifests powers at the greater of the manifester
levels that you or the other creature possessed before
becoming fused.
You decide what equipment is absorbed into
the fused being and what equipment remains available
for use. These fused items are restored once the power
ends.
When the power ends, the fused being
separates. The other creature appears in an area adjacent
to you that you determine. If separation occurs in a
cramped space, the other creature is expelled through
the Astral Plane, finally coming to rest materially in the
nearest empty space and taking 1d6 points of damage
for each 10 feet of solid material passed through.
Damage taken by the fused being is split
evenly between you and the other creature when the
power ends. You do not leave the fusion with more
hit points than you entered it with, unless you were
damaged prior to the fusion and the fused being was
subsequently healed. In a like manner, the fused being’s
remaining power points are split between you and the
other creature (you can leave with more points than you
entered with, as long as you don’t exceed the maximum
power points for your level and ability score). Ability
damage and negative levels are also split between you
and the other creature. (If an odd number of negative
levels or ability score reductions must be split, you
decide whether you or the other creature receives the
additional loss.)
If a fused being is killed, it separates into its
constituent creatures, both of which are also dead. You
cannot use fission on a fused being.
XP Cost: 100 XP.
your arms. The weapon becomes a natural extension
of your arm, and that hand blends seamlessly into the
shaft, hilt, or head of the weapon. Now that the weapon
and you are one, you gain a +1 competence bonus on all
attack and damage rolls while using the weapon.
The grafted weapon is considered both a
standard weapon and a natural weapon for the purpose
of effects that distinguish between either weapon type.
For instance, the grafted weapon is treated as a natural
weapon for the purpose of delivering a touch attack
with a power in conjunction with the weapon attack.
As with any power (or spell) melee touch attack made
in conjunction with a natural weapon attack, the touch
attack effect is not delivered unless the natural weapon
strikes normally; on a failed attack, the touch power (or
spell) is wasted.
For a Psychic Warrior under the effect of the
claws of the beast power, grafting a weapon means
that attacks with this hand deal the base damage of
the weapon, instead of the claw upon which a Psychic
Warrior normally relies.
While your hand is grafted to a weapon,
you lose the use of that hand and take a –2 penalty
on all skill checks requiring the use of hands. Powers
that temporarily polymorph or metamorph you can
ignore the grafted weapon or alter it normally, at your
discretion. If the weapon takes damage, you take
damage as well. If you are healed, so is your grafted
weapon. If your weapon is destroyed, you permanently
lose 2 points of Constitution; the ability drain persists
until you can restore your natural anatomy (by means
of regenerate or a similar effect).
When this power’s duration expires, the
grafted weapon falls to the ground and your hand
returns.
Grease, Psionic
Metacreativity (Creation)
Level: Psion/Wilder 1, Rhi’zen 1, Swamp Lord 1
Display: Visual and olfactory
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target or Area: One object or a 10-foot square
Duration: 1 round/level (D)
Saving Throw: See spell text
Power Resistance: No
Power Points: 1
As the grease spell, except as noted here.
Grip of Iron
Psychometabolism
Graft Weapon
Level: Psychic Warrior 1
Psychometabolism
Display: Visual
Level: Psychic Warrior 3
Manifesting Time: 1 immediate action
Display: Olfactory
Range: Personal
Manifesting Time: 1 standard action
Target: You
Range: Personal
Duration: 1 round/level
Target: You
Power Points: 1
Duration: 24 hours (D)
You can improve your chances in a grapple as an
Power Points: 5
immediate action, gaining a +4 enhancement bonus on
You attach any melee weapon you can use in one hand— your grapple checks. You can manifest this power with
mundane, psionic, or magical—onto the end of one of an instant thought, quickly enough to gain the benefit
168
Hail of Crystals-Hypercognition ▪ POWERS
of the power in the current round. You can manifest this
power when it isn’t your turn (if you are grappled). The
benefits of this power only apply to physical grapple
checks.
Augment: For every 4 additional power points you
spend, the enhancement bonus on your grapple checks
increases by 2.
Hail of Crystals
Metacreativity (Creation)
Level: Shaper 5
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: 20-foot-radius burst
Duration: Instantaneous
Saving Throw: None or Reflex half
Power Resistance: No
Power Points: 9
A tiny ectoplasmic crystal emanates from your
outstretched hand and rapidly expands to a 2-footdiameter ball of crystal as it speeds toward the location
you designate. You can choose to aim this crystal at
a single target or at a specific point in space (a grid
intersection).
If you aim the crystal at a single target, you
must make a ranged touch attack to strike the target.
Any creature or object struck by the ball of crystal
takes 9d4 points of bludgeoning damage; this damage
is subject to damage reduction. This target does not
receive a saving throw to reduce the damage suffered.
If a creature was struck by the crystal, causing it to
explode, then that creature does not take the explosion
damage (see below).
Whether the crystal hits its target, misses, or
was aimed at a point in space, it explodes upon arrival
at the location you designated. Anyone
within 20 feet of the explosion takes
9d4 points of slashing damage from
the thousands of crystal shards
that spray forth; this damage
is subject to damage
reduction. Creatures caught
within the explosion receive a
Reflex save for half damage.
Augment:
For
every
additional power point you
spend, this power’s damage from
the collision and explosion of
the crystal both increase by 1d4
points.
Power Resistance: Yes
Power Points: 1
This power charges your touch with the force of a
sledgehammer. A successful melee touch attack deals
1d8 points of bludgeoning damage. This damage is not
increased or decreased by your Strength modifier.
Augment: For every additional power point you spend,
this power’s duration increases by 1 round. You may
make one touch attack per round.
Hypercognition
Clairsentience
Level: Seer 8
Display: Mental
Manifesting Time: 1 standard action or 1 immediate
action; see text
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 15
You make lightning-fast deductions based on only the
slightest clue, pattern, or scrap of memory resident in
your mind. You can make reasonable statements about
a person, place, or object, seemingly from very little
knowledge. However, your knowledge is in fact the
result of a rigorously logical process that you force
your mind to undertake, digging up and correlating
every possible piece of knowledge bearing on the topic
(possibly even extracting echoes of knowledge from
the Astral Plane).
The nature of the knowledge you gain concerning the
subject of your analysis might include the answer to a
riddle, the way out of a maze, stray bits of information
about a person, legends about a place or an object, or
even a conclusion concerning a dilemma that your
conscious mind is unable to arrive at.
An Intelligence check may be required to obtain
the desired information. If so, you can manifest
hypercognition as an immediate action prior to
making the check and receive a +20 bonus for
doing so.
Hammer
Psychometabolism
Level: Mist Wanderer 1, Psion/Wilder
1
,
Psychic Warrior 1, Rhi’zen 1, Swamp Lord 1, Adept
of Shadows 1
Display: Auditory and material
Manifesting Time: 1 swift action
Range: Touch
Duration: 1 round
Saving Throw: None
169
POWERS ▪ Id Insinuation-Immovability
Id Insinuation
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/Wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 feet +5 feet/2 levels)
Target: One creature
Duration: Concentration + 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
As the confusion spell, except as noted here.
Swift tendrils of thought disrupt the unconscious
mind of any one creature, sapping its might. As long
as the manifester remains concentrating fully on this
power, the subject is confused, making it unable to
independently determine what it will do. Roll on the
following table at the beginning of each of the subject’s
turns to see what the subject does in that round.
d%
Behavior
01–10 Attack manifester with melee or ranged
weapons (or move toward manifester if
attack is not possible).
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee from manifester at top possible speed.
71–
100
Attack nearest creature (for this purpose,
a psicrystal counts as part of the subject’s
self).
Augment: For every 2 additional power points you
spend, this power’s save DC increases by 1, and the
power can affect an additional target. Any additional
target cannot be more than 15 feet from all other
targets of the power.
Identify, Psionic
Clairsentience
Level: Psion/Wilder 2
Display: Material and mental
Manifesting Time: One day
Range: Touch
Target: One touched object
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3
As the identify spell, except as noted here.
This power is used to identify the abilities of psionic
items.
170
Immovability
Psychometabolism
Level: Psychic Warrior 4, Rhi’zen 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration
Power Points: 7
You are almost impossible to move. Your weight
does not vary; instead, you mentally attach yourself
to the underlying fabric of the plane. Thus, you could
conceivably anchor yourself in midair. Any creature
attempting to physically move you must succeed on
an opposed Strength check, and you gain a +20 bonus
on the check. The aforementioned Strength check
is in addition to whatever additional checks may be
necessary, such as when Bull Rushing or Tripping; you
do not get a bonus to subsequent checks against special
attacks. You can’t voluntarily move to a new location
unless you stop concentrating, which ends the power.
You cannot apply your Dexterity bonus to Armor
Class; however, your anchored body gains damage
reduction 15/–.
You cannot make physical attacks or perform
any other large-scale movements (you can make small
scale movements, such as breathing, turning your head,
moving your eyes, talking, and so on). Powers with
the teleportation descriptor, or any telekinetic effect,
manifested on you automatically fail.
Augment: If you spend 8 additional power points, you
can manifest this power as an immediate action.
Inertial Armor-Intellect Fortress ▪ POWERS
Inertial Armor
Psychokinesis
Level: Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1,
Swamp Lord 1
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 1; see text
Your mind generates a tangible field of force that
provides a +4 armor bonus to Armor Class. Unlike
mundane armor, inertial armor entails no armor check
penalty or speed reduction. Because inertial armor is
composed of psychokinetic force, incorporeal creatures
can’t bypass it the way they do normal armor.
Your inertial armor can be invisible or can
appear as a colored glow, at your option.
The armor bonus provided by inertial armor
does not stack with the armor bonus provided by
regular armor.
Augment: For every 2 additional power points you
spend, the armor bonus to Armor Class increases by 1.
can affect an additional target. Any additional target
cannot be more than 15 feet from any other target of
the power.
2. For every 4 additional power points you spend, the
penalty is increased by 2, or by 1 if the target makes
its saves.
Insanity
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/Wilder 7
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13
As the confusion spell, except as noted here.
Creatures affected by this power are permanently
confused and constantly behave randomly. Roll on the
following table at the beginning the subject’s turn each
round to see what the subject does in that round.
Inertial Barrier
d%
Behavior
Psychokinesis
01–10 Attack manifester with melee or ranged
Level: Kineticist 4, Psychic Warrior 4
weapons (or move toward manifester if
Display: Auditory and mental
attack is not possible).
Manifesting Time: 1 standard action
Range: Personal
11–20 Act normally.
Target: You
21–50 Do nothing but babble incoherently.
Duration: 10 minutes/level
Power Points: 7
51–70 Flee from manifester at top possible
speed.
You create a skin-tight psychokinetic barrier around
yourself that resists blows, cuts, stabs, and slashes, 71–100 Attack nearest creature (for this purpose,
as well as providing some protection against falling.
a psicrystal counts as part of the subject’s
You gain damage reduction 5/–. Inertial barrier also
self).
absorbs half of the damage you take from any fall.
Augment: Every three additional power points you
Only psychic chirurgery, reality revision, and
spend while manifesting this power increase the granted other similarly extreme measures can restore the
damage reduction by +1.
subject’s sanity.
Augment: For every 2 additional power points you
Inflict Pain
spend, this power’s save DC increases by 1, and the
Telepathy [Mind-Affecting]
power can affect an additional target. Any additional
Level: Mist Wanderer 2, Psion/Wilder 2, Swamp Lord 2 target cannot be more than 15 feet from another target
Display: Mental
of the power.
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Intellect Fortress
Target: One creature
Psychokinesis
Duration: 1 round/level
Level: Psion/Wilder 4, Swamp Lord 4
Saving Throw: Will partial; see text
Display: Auditory
Power Resistance: Yes
Manifesting Time: 1 immediate action
Power Points: 3
Range: 20 feet
You telepathically stab the mind of your foe, causing Area: 20-foot-radius spread centered on you
horrible agony. The subject suffers wracking pain that Duration: 1 round
imposes a –4 penalty on attack rolls, skill checks, and Saving Throw: None
ability checks. If the target makes its save, it takes only Power Resistance: Yes
a –2 penalty.
Power Points: 7
Augment: You can augment this power in one or both You encase yourself and your allies in a shimmering
of the following ways:
fortress of telekinetic force. All damage from powers
1. For every 2 additional power points you spend, and psi-like abilities taken by subjects inside the area
this power’s save DC increases by 1, and the power of the intellect fortress, including ability damage, is
171
POWERS ▪ Iron Body, Psionic-Levitate, Psionic
halved. This lowering takes place prior to the effects
of other powers or abilities that lessen damage, such as
damage reduction and evasion.
Powers that are not subject to power resistance
are not affected by an intellect fortress. You can
manifest this power instantly, quickly enough to gain
its benefits in an emergency. You can use this power
even when it’s not your turn. The field generated by
intellect fortress is stationary once created; it does not
move with the manifester. This power is an exception
to the magic-psionics transparency. It has no effect on
non-psionic effects.
Augment: For every additional power point you spend,
this power’s duration increases by 1 round.
Target: You
Duration: Instantaneous
Power Points: 1
You generally know where you are. This power
is useful to characters that end up at unfamiliar
destinations after teleporting, using a gate, or traveling
to or from other planes of existence. The power reveals
general information about your location as a feeling
or presentiment. The information is usually no more
detailed than a summary that locates you according to a
prominent local or regional site. Using this power also
tells you what direction you are facing.
Leech Field
Psychometabolism
Level: Psion/Wilder 5
Iron Body, Psionic
Display: Visual; see text
Metacreativity (Creation)
Manifesting Time: 1 standard action
Level: Psion/Wilder 8
Range: Personal; see text
Display: Auditory
Target: You
Manifesting Time: 1 standard action
Duration: 1 minute
Range: Personal
Power Points: 9
Target: You
You raise a field of potentiality that drains the vitality
Duration: 1 minute/level (D)
from powers that you successfully save against. When
Power Points: 15
you succeed on a saving throw to negate the effect of
As the iron body spell, except as noted here.
a foe’s power on you, and the power is one that leech
field is effective against (see below), your body erupts
Keen Edge, Psionic
in a brief flash of crackling dark energy. You gain 1
Metacreativity
Level: Mist Wanderer 3, Psion/Wilder 3, Psychic power point for every 2 power points your foe spent
to manifest the power you just saved against (to a
Warrior 3, Rhi’zen 3, Adept of Shadows 3
maximum number of points equal to your manifester
Display: Visual
level; round down for odd-numbers of power points
Manifesting Time: 1 standard action
spent). You cannot gain power points that would cause
Range: Close (25 feet + 5 feet/2 levels)
Targets: One weapon or fifty projectiles, all of which you to exceed your normal daily maximum.
This power is effective against any power that
must be in contact with each other at the time of
targets a single creature and allows the target a saving
manifestation
throw to negate it, except those that are delivered by
Duration: 10 minutes/level
a touch attack or a ranged touch attack (including a
Saving Throw: Will negates (harmless, object)
ray).
Power Resistance: Yes (harmless, object)
This power is also effective against spells,
Power Points: 5
following the same rules as above. When successful
As the keen edge spell, except as noted here.
against a spell, you regain a number of power points
equal to the un-augmented power point cost of a power
Knock, Psionic
of equal level. Do not include the effects of metamagic
Psychoportation
feats when determining the level of the spell (except
Level: Psion/Wilder 2
Heighten Spell).
Display: Material
Augment: For every 2 additional power points you
Manifesting Time: 1 standard action
spend, this power’s duration increases by 1 minute.
Range: Medium (100 feet + 10 feet/level)
Target: One door, box, or chest with an area of up to
Levitate, Psionic
10-square-feet/level
Psychoportation
Duration: Instantaneous; see spell text
Level: Mist Wanderer 2, Nomad 2, Psion/Wilder 2,
Saving Throw: None
Psychic Warrior 2
Power Resistance: No
Display: Olfactory
Power Points: 3
Manifesting Time: 1 standard action
As the knock spell, except as noted here.
Range: Personal or close (25 feet + 5 feet/2 levels)
Target: You or one willing creature or one object (total
Know Direction and Location
weight up to 100 lbs./level)
Clairsentience
Duration: 10 minutes/level (D)
Level: Psion/Wilder 1, Swamp Lord 1
Saving Throw: None
Display: Mental
Power Resistance: Yes (harmless, object)
Manifesting Time: 1 standard action
Power Points: 3
Range: Personal
172
Matter Agitation-Mental Disruption ▪ POWERS
As the levitate spell, except as noted here.
You can’t decrease the hardness of an object
Special: When a Psion/Wilder or a Psychic Warrior that already has hardness 0.
manifests this power, the target is the manifester (not a Working Manipulated Metals: An object or portion
willing creature or an object).
thereof whose hardness is decreased or increased is
permanently changed. Even hardening adamantine
Matter Agitation
to 25 is possible. You can also harden or weaken a
Psychokinesis
preforged weapon, a suit of armor, or some other
Level: Psion/Wilder 1, Swamp Lord 1
finished item.
Display: Auditory and material
XP Cost: 250 XP for each point by which the object’s
Manifesting Time: 1 standard action
hardness is altered.
Range: Close (25 feet + 5 feet/2 levels)
In Living Arcanis, the effects of this power
Area: 2-square-feet of surface area of an object or do not extend past the end of the adventure; however,
creature
to compensate, the experience cost is waived once per
Duration: Concentration, up to 1 round/level
adventure per manifester.
Saving Throw: None
Mental Barrier
Power Resistance: Yes
Clairsentience
Power Points: 1
You can excite the structure of a nonpsionic, nonmagical Level: Mist Wanderer 3, Psion/Wilder 3, Psychic
object, heating it to the point of combustion over time. Warrior 3, Rhi’zen 3, Adept of Shadows 3
The agitation grows more intense in the second and Display: Auditory
third rounds after you manifest the power, as described Manifesting Time: 1 immediate action
Range: Personal
below.
1st Round: Readily flammable material (paper, dry Target: You
grass, tinder, torches) ignites. Skin reddens (1 point of Duration: 1 round
Power Points: 5
damage).
2nd Round: Wood smolders and smokes, metal becomes You project a field of improbability around yourself,
hot to the touch, skin blisters (1d4 points of damage), creating a fleeting protective shell. You gain a +4
deflection bonus to Armor Class.
hair smolders, paint shrivels, and water boils.
You can manifest this power instantly, quickly
3rd and Subsequent Rounds: Wood ignites and metal
scorches (1d4 points of damage for those holding enough to gain its benefits in an emergency. You can
metallic objects). Skin burns and hair ignites (1d6 use this power even when it’s not your turn; however,
you must manifest it prior to an opponent’s attack roll
points of damage), and lead melts.
If you target a creature, it takes 1 damage the in order to gain this power’s benefit against that attack.
first round, 1d4 damage the second round, and 1d6 Augment: You can augment this power in one or both
damage plus 1d4 damage if it is holding or wearing of the following ways:
1. If you spend 4 additional power points, the deflection
metal on subsequent rounds.
bonus to Armor Class increases by 1.
2. For every additional power point you spend, this
Matter Manipulation
power’s duration increases by 1 round.
Metacreativity
Level: Psion/Wilder 8
Mental Disruption
Display: Auditory and mental
Telepathy [Mind-Affecting]
Manifesting Time: 1 standard action
Level: Mist Wanderer 2, Psion/Wilder 2, Swamp Lord 2
Range: Close (25 feet + 5 feet/2 levels)
Display: Mental
Area: 1-cubic-foot/level of inanimate material
Manifesting Time: 1 standard action
Duration: Instantaneous
Range: 10 feet
Saving Throw: None
Area: 10-foot-radius spread centered on you
Power Resistance: Yes
Duration: Instantaneous
Power Points: 15, XP
Saving Throw: Will negates
You can weaken or strengthen the substance of an object Power Resistance: Yes
or structure. You can affect both mundane and magical Power Points: 3
inanimate material. Weakening an object’s substance You generate a mental wave of confusion that instantly
decreases its hardness and hit points, and strengthening sweeps out from your location. All creatures you
it increases its hardness and hit points. You can increase designate in the affected area (you can choose certain
or decrease an object’s hardness by up to 5 from its creatures to be unaffected) must make a Will save or
original hardness. When hardness increases, the object become dazed for 1 round.
(or portion of an object) gains 3 hit points per inch of Augment: You can augment this power in one or more
thickness for every point of increased hardness. When of the following ways:
hardness decreases, the object (or portion of an object) 1. For every 2 additional power points you spend, this
loses 2 hit points per inch of thickness for every point power’s save DC increases by 1.
of decreased hardness (to a minimum of 1 hit point per 2. For every 2 additional power points you spend, this
inch of thickness).
power’s range and the radius of its area both increase
by 5 feet.
173
POWERS ▪ Mental Static-Metaconcert
3. For every 4 additional power points you spend, this power. This power can be augmented in one or
creatures who fail their save are dazed for 1 additional more of the following means:
round.
1.
For every additional 2 power points you
spend while manifesting this power, it receives a +1
Mental Static
enhancement to the DC.
Telepathy [Mind-Affecting]
2.
For every additional power point you spend
Level: Mist Wanderer 1, Psion/Wilder 1
while manifesting this power, it deals an extra 1d6
Display: Mental
damage on a successful save (maximum 15d6).
Manifesting Time: 1 standard action
3.
For every additional 6 power points you spend
Range: Close (25 feet + 5 feet/2 levels)
while manifesting this power, the manifesting time is
Targets: Up to one creature / level, no two of which reduced by 1 standard action (minimum 1 standard
can be greater than 30 feet apart
action).
Duration: 1 round / level
Saving Throw: Will negates
Metaconcert
Power Resistance: Yes
Telepathy [Mind-Affecting]
Power Points: 1
Level: Telepath 5, Psychic Warrior 5
You generate a wave of mental static that flows Display: Visual; see text
outwards, coalescing around the targeted creatures. If Manifesting Time: 1 minute
the targets fail their saves they are rendered into a state Range: 20 feet
of incomprehension (treat this as being asleep).
Target: You and up to nine other willing psionic
Any damage dealt to a target will break this creatures in range
effect, as will any creature taking a move-action to snap Duration: 1 minute/level (D)
the affected creature out of the effect.
Power Points: 9
This power cannot affect creatures with more You link your psychic might with other psionic
than 4 HD.
creatures, creating an entity more powerful than the
Augment: You can augment this power in one or both sum of its parts.
of the following ways:
When you manifest this power, a number of
1. For every 2 additional power points you spend, this power points you designate flows from each participant
power’s save DC increases by 1.
into a collective pool. One individual is chosen as the
2. For every additional power point you spend, the metaconcert conductor by mutual consent of the other
maximum Hit Dice that potentially affected creatures participants (this is usually the manifester, but doesn’t
can have is 4 + the number of power points spent in have to be). Until the power ends, this conductor
this fashion.
directs the efforts of the group. Misty strands of
glowing power link the brows of all the participants in
Mental Strike
a complex and shifting pattern.
Telepathy [Death, Mind-Affecting]
All the powers of each participant are known
Level: 2 (See Brother of Shadow prestige class)
to the mental entity created with metaconcert (which
Display: Auditory
is under the conductor’s command). This entity can’t
Manifesting Time: 3 standard actions
take any more actions than a normal individual, but
Range: Touch and Close (25 feet + 5 feet/2 levels)
it manifests all its powers more effectively. Each
Target: One creature
participant contributing to the entity provides a
Duration: Instantaneous
cumulative +1 bonus to save DCs that apply when
Saving Throw: Will partial
manifesting a power or using a psi-like ability. Likewise,
Power Resistance: Yes
each individual provides a cumulative +1 bonus when
Power Points: 3
the entity makes its own saving throws in response to
You reach into the target’s mind and strike at their powers or psi-like abilities.
psyche, crushing their mental essence and destroying
If the psionic entity takes ability damage
their will to live. The target must make a Will save from a psionic attack the total is divided among all the
or die. If the target succeeds on the save, it takes 1d6 members as determined by the conductor.
points of damage.
If the entity manifests a power that has an
Special: This power requires 3 standard actions to XP cost, all the participants pay an equal share (the
manifest and at the end of which you must touch the conductor pays the remainder if the cost can’t be
target. The manifester may still take move actions divided evenly).
during this time, but must remain within close range Once linked, the participants must remain within a 20of the target at all times during the manifesting of foot-radius area, and as a group can move at a speed
this power. The Quicken Power feat, and other meta- of 10 feet. If a participant moves outside the 20-footpsionic feats that reduce manifesting time, may not be radius area occupied by the others (whether willingly
applied to the manifesting of this power; the only means or involuntarily), that individual drops out of the group,
to reduce the manifesting time is via the augmentation and the power point pool of the metaconcert is instantly
options below.
recalculated.
Augment: Power points spent towards augmentation
All participants who leave before a metaconcert
do not stack between the various means of augmenting ends or is dismissed reclaim a number of power points
174
Metafaculty-Metaphysical Weapon ▪ POWERS
equal to the current power point pool divided by the
number of members. If the conductor drops out, the
power ends. That same number of points is removed
from the power point pool.
When a metaconcert ends normally or is
dismissed, remaining power points in the pool are
divided among all the participants (the conductor
receives the remainder if the points can’t be divided
evenly).
Augment: For every additional power point you spend,
this power’s duration increases by 1 minute.
Metafaculty
Clairsentience
Level: Seer 9
Display: Mental, olfactory, and visual
Manifesting Time: 1 hour
Range: Personal
Target: You
Duration: Instantaneous and 1 minute/level (D); see
text
Power Points: 17, XP
You elevate your mind to a near-universal consciousness,
cogitating countless impressions and predictions
involving any creature you have seen before, whether
personally or by means of another power such as
remote viewing.
This process gives you an uncannily
accurate vision of the creature’s nature, activities, and
whereabouts. When you manifest the power, you learn
the following facts about the creature:
• Its name, race, alignment, and character class.
• A general estimate of its level or Hit Dice: low (5
HD or lower), medium (6 to 11 HD), high (12 to 20
HD), very high (21 HD to 40 HD), or deific (41 HD
or higher).
• Its location (including place of residence, town,
country, world, and plane of existence).
• Significant items currently in its possession.
• Any significant activities or actions the creature
has undertaken in the previous 8 hours, including
details such as locales traveled through, the names or
races of those the creature fought, spells it cast, items
it acquired, and items it left behind (including the
location of those items).
• A current mental view of the creature, as described in
the remote viewing power, which you can maintain for
up to 1 minute per level.
Metafaculty can defeat spells, powers, and
special abilities such as screen or mind blank (or even
a wish spell) that normally obscure clairsentience
powers. You can attempt a caster level check (DC 6
+ caster level of the creator of the obscuring effect) to
defeat these sorts of otherwise impervious defenses.
Metafaculty is defeated by epic powers, epic
spells, and epic special abilities that obscure divinations
and clairsentience powers.
XP Cost: 1,000.
Metaphysical Armor
Metacreativity
Level: Shaper 1
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: One suit of armor or a shield
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 1
You imbue a suit of armor or a shield with an
enhancement bonus of +1. An outfit of regular clothing
counts as armor that grants no AC bonus for the
purpose of this spell.
Augment: This power can be augmented in one or
more of the following means:
1.
If you spend four additional power points the
duration of this power increases to 1 hour / level.
2.
For every four additional power points spent
while manifesting this power, the granted enhancement
bonus increases by +1 (to a maximum of +5).
Metaphysical Claw
Psychometabolism
Level: Psychic Warrior 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 1
If you have a claw attack (either from an actual natural
weapon or from an effect such as claws of the beast)
or a bite attack (which could be a natural bite attack or
one you gain by means of the power bite of the wolf),
you can use this power to provide one of your natural
weapons a +1 enhancement bonus on attack rolls and
damage rolls.
Augment: If you spend 4 additional power points, this
power’s duration increases to 1 hour per level.
In addition, for every 4 additional power points you
spend, this power improves the natural weapon’s
enhancement bonus on attack rolls and damage rolls
by 1 (maximum +5).
Metaphysical Weapon
Metacreativity
Level: Psychic Warrior 1, Rhi’zen 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 1
Metaphysical weapon gives a weapon a +1 enhancement
bonus on attack rolls and damage rolls. (An enhancement
bonus does not stack with a masterwork weapon’s +1
bonus on attack rolls.)
Alternatively, you can affect up to fifty arrows,
bolts, or bullets. The projectiles must be of the same
175
POWERS ▪ Microcosm-Mind Blank, Psionic
type, and they have to be together (such as in the same
quiver). Projectiles, but not thrown weapons, lose their
enhancement when used. (Treat shuriken as projectiles,
rather than thrown weapons, for the purpose of this
power.)
You can’t manifest this power on most natural
weapons, including a Psychic Warrior’s claw strike.
This power does work on a weapon brought into being
by the graft weapon power.
Augment: If you spend 4 additional power points, this
power’s duration increases to 1 hour per level.
In addition, for every 4 additional power points you
spend, this power improves the weapon’s enhancement
bonus on attack rolls and damage rolls by 1 (maximum
+5).
Microcosm
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/Wilder 9
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target or Area: One creature; or one or more creatures
within a 15-foot-radius sphere
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 17
This power enables you to warp the consciousness and
senses of one or more creatures, sending the victim
into a catatonic state. When microcosm is manifested,
you can target either a single creature within range or a
group of creatures all located within the power’s area.
Single Target: If microcosm targets a single creature,
that creature’s senses are pinched off from the real
world if it currently has 100 or fewer hit points. The
subject’s senses are all completely fabricated from
within its own mind, though it may not realize this. In
reality, the subject sprawls limply, drooling
and
mewling, and eventually dies of thirst and
starvation without care. The subject lives
within its own made-up world until the
time of its actual death.
176
Area Effect: If microcosm is manifested on an area, it
sends all affected creatures into a shared catatonia (the
world is a construct, but within the world, the victims
can interact with each other). It affects only creatures
that currently have 30 or fewer hit points, and only up
to a total of 300 hit points of such creatures. The power
affects creatures with the lowest hit point totals first.
(Creatures with negative hit points count as having 0
hit points.)
Manifesting microcosm a second time on an
affected creature turns its sensory pathways outward
once more. Otherwise, only very potent powers (such
as psychic chirurgery or reality revision) or similar
effects (such as miracle or wish) can undo the mental
cross-wiring that this power brings about.
Augment: You can augment this power in one or both
of the following ways:
1. For every additional power point you spend, the
number of individual and group hit points the power
can affect increases by 10.
2. For every 2 additional power points you spend, this
power’s save DC increases by 1.
Mind Blank, Personal
Telepathy [Mind-Affecting]
Level: Psion/Wilder 7, Psychic Warrior 6, Swamp
Lord 7
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: One day
Power Points: 13 (Psion/Wilder, Swamp Lord), 11
(Psychic Warrior)
As psionic mind blank (see below), except as noted
here.
Mind Blank, Psionic
Telepathy [Mind-Affecting]
Level: Psion/Wilder 8, Telepath 8
Display: Olfactory
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2
levels)
Target: One creature
Duration: One day
Saving Throw: Will negates
(harmless)
Power Resistance: Yes (harmless)
Power Points: 15
The subject is protected from
all devices, powers, and spells
that detect, influence, or read
emotions or thoughts. This power
protects against powers with
the mind-affecting or scrying
descriptors. Psionic mind blank
even foils bend reality, limited
wish, miracle, reality revision,
and wish when they are used
in such a way as to affect
the subject’s mind or to gain
Mind Probe-Mind Thrust ▪ POWERS
information about it (however, metafaculty can pierce
the protective quality of psionic mind blank). In the
case of remote viewing or scrying that scans an area the
creature is in, the effect works but the creature simply
isn’t detected. Remote viewing (scrying) attempts that
are targeted specifically at the subject do not work at
all.
Mind Probe
Telepathy (Charm, Preternatural) [Mind-Affecting]
Level: Mist Wanderer 4, Telepath 5
Display: Auditory, material, and visual
Manifesting Time: 1 minute
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 9 (Telepath), 10 (Mist Wanderer)
All of the subject’s memories and knowledge are
accessible to you from memories deep below the
surface to those still easily called to mind. You can
learn the answer to one question per round, to the best
of the subject’s knowledge. If the subject succeeds on
a Will save, it is not required to answer the question
and it ends the power. You can ask the subject a new
question (or the same question) in subsequent rounds
for as long as the power’s duration persists.
You can probe a sleeping subject and
automatically get an answer to your question. If the
subject then succeeds on a Will save, it wakes after
providing the answer and the power ends.
Subjects that do not wish to be probed can
attempt to move beyond the power’s range, unless
they are somehow hindered. You pose the questions
telepathically, and the answers to those questions
are imparted directly to your mind. You and the
subject do not need to speak the same language,
though less intelligent creatures may yield up only
appropriate visual images in answer to your questions.
Special: A Mist Wanderer may only manifest this
power at 20th class level.
Mind Switch
Telepathy [Mind-Affecting]
Level: Telepath 6
Display: Visual
Manifesting Time: 1 round
Range: Close (25 feet + 5 feet/2 levels)
Targets: You and one other creature
Duration: 10 minutes/level
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 11, XP
You can attempt to take control of a nearby living
creature, forcing your mind (and soul) into its body,
and its mind into your body. You can target any
creature whose Hit Dice are equal to or less than your
manifester level.
You possess the target’s body and force the
creature’s mind into your body unless it succeeds on
a Will save. You can move your mind back into your
own body whenever you desire, which returns the
subject’s mind to its own body and ends the power. If
the manifestation succeeds, your life force occupies the
host body, and the host’s life force takes over yours.
You can call on rudimentary or instinctive knowledge of
the subject creature, but not upon its acquired or learned
knowledge (such as skills and feats it possesses). The
same is true for the subject in your body. The mind
switch brings about the following changes:
• You gain the type of your assumed body.
• You gain the Strength, Dexterity, and Constitution
scores of your assumed body.
• You gain the natural armor, natural attacks, movement,
and other simple physical characteristics of your
assumed body.
• You gain the extraordinary special attacks and qualities
of your assumed body, but you do not gain supernatural
or spell-like abilities.
• You gain the possessions and equipment of your
assumed body.
• You retain your own hit points, saving throws
(possibly modified by new ability scores), class
abilities, supernatural and spell-like abilities, spells
and powers, and skills and feats (although skill checks
use your new ability scores, and you may temporarily
be unable to use feats whose requirements you do not
meet in your new body).
Supernatural abilities that require a certain
body part may be unavailable in your new form.
If either body is killed while the power is in
effect, the other participant also dies when the power
ends. If one participant’s body becomes petrified,
imprisoned by temporal stasis or imprisonment, or
incapacitated in some other way, the other participant
will be incapacitated in that way when the power
ends.
A targeted dispel psionics (or similar spells or
effects) successfully manifested on either participant
causes both minds to return to their original bodies.
XP Cost: 100 XP.
Augment: For every 2 additional power points you
spend, this power’s save DC increases by 1.
Mind Thrust
Telepathy [Mind-Affecting]
Level: Psion/Wilder 1, Adept of Shadows 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You instantly deliver a massive assault on the thought
pathways of any one creature, dealing 1d10 points of
damage to it.
Augment: For every additional power point you spend,
this power’s damage increases by 1d10 points. For each
extra 2d10 points of damage, this power’s save DC
increases by 1.
177
POWERS ▪ Mind Trap-Minor Creaton, Psionic
Mind Trap
Telepathy [Mind-Affecting]
Level: Psion/Wilder 3
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 5
You set up a trap in your mind against psionic intruders.
Anyone who attacks you with a telepathy power
immediately loses 1d6 power points. This power’s
effect does not negate the power that is currently being
used against you. You can manifest this power instantly,
quickly enough to gain its benefit in an emergency. You
can use this power even when it is not your turn.
Augment: For every additional power point you spend,
this power’s duration increases by 1 round.
Borrowing the subject’s power is a separate
standard action that provokes an attack of opportunity.
If that attack succeeds, the mental communication
provided by this power ends immediately. The borrowed
power fades from the subject’s awareness and appears
within your own. You can now spend power points to
manifest the borrowed power just as if it were one of
your powers known. You maintain knowledge of the
borrowed power until the duration of your thieving
mindlink expires, at which time you lose knowledge
of the power and the power reappears in the mind of
the subject, no matter how far from you the subject is.
Even if the subject is slain, you lose knowledge of the
borrowed power when this power’s duration expires.
Augment: For every 2 additional power points you
spend, this power’s save DC increases by 1.
Mindwipe
Telepathy [Mind-Affecting]
Level: Psion/Wilder 4
Display: Auditory, mental, and visual
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 7
You partially wipe your victim’s mind of past
experiences, bestowing two negative levels upon it. If
the subject has at least as many negative levels as Hit
Dice, it dies. For each negative level it gains, a psionic
creature loses knowledge of one power from its highest
available level, and a number of power points from its
maximum power point total sufficient to manifest that
power. The effects of multiple negative levels stack.
If the subject survives, it loses these two negative
levels after 1 hour. (No Fortitude save is necessary to
avoid gaining the negative level permanently.)
Augment: You can manifest this power in one or both
of the following ways:
1. For every 2 additional power points you spend, this
power’s save DC increases by 1.
2. For every 3 additional power points you spend, this
power bestows an additional negative level on the
subject.
Mindlink
Telepathy [Mind-Affecting]
Level: Telepath 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels); see text
Targets: You and one other willing creature within
range that has an Intelligence score of 3 or higher
Duration: 10 minutes/level
Saving Throw: None; see text
Power Resistance: Yes (harmless)
Power Points: 1
You forge a telepathic bond with your target. You can
communicate telepathically through the bond even
if you do not share a common language. No special
power or influence is established as a result of the
bond. Once the bond is formed, it works over any
distance (although not from one plane to another).
Augment: You can augment this power in one or both
of the following ways:
1. If you spend 4 additional power points, you can
attempt to create a telepathic bond with a creature that
is not willing (Will save negates).
2. For every additional power point you spend, this
power can affect an additional target. Any additional
target cannot be more than 15 feet from another target
of the power.
Minor Creation, Psionic
Metacreativity (Creation)
Mindlink, Thieving
Level: Shaper 1
Telepathy [Mind-Affecting]
Display: Material
Level: Telepath 4
Manifesting Time: 1 minute
Duration: 10 minutes/level (D)
Range: 0 feet
Saving Throw: Will negates
Effect: Unattended, nonpsionic, nonmagical object of
Power Resistance: Yes
nonliving plant matter, up to 1-cubic-foot/level
Power Points: 7
Duration: 1 hour/level (D)
As mindlink, except that if the target is a psionic Saving Throw: None
character or creature that knows powers, you can Power Resistance: No
temporarily borrow a power of your choice (you are Power Points: 1
aware of what powers the subject knows, up to the As the minor creation spell, except as noted here.
highest level of power you can manifest).
178
Missive-Null Psionics Field ▪ POWERS
Missive
Telepathy [Mind-Affecting, Language-Dependent]
Level: Mist Wanderer 1, Psion/Wilder 1, Adept of
Shadows 2
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Effect: Mental message delivered to subject
Saving Throw: Will negates (harmless)
Power Resistance: Yes
Power Points: 1 (Mist Wanderer, Psion/Wilder), 3
(Adept of Shadows)
You send a telepathic message of up to ten words to
any living creature within range. Missive is strictly
a one-way exchange from you to the subject. If you
do not share a common language, the subject “hears”
meaningless mental syllables.
Augment: For every 2 additional power points you
spend, this power’s range increases by 5 feet.
Missive, Mass
Telepathy [Mind-Affecting, Language-Dependent]
Level: Psion/Wilder 2
Display: Mental
Manifesting Time: 1 standard action
Range: Long (400 feet + 40 feet/level)
Targets: All creatures in a 400 feet + 40 feet/level
radius centered on you; see text
Effect: Mental message delivered to subjects
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 3
You send a telepathic message of up to twenty-five
words to all creatures within range. You can include or
exclude from this broadcast any creature you can see,
as well as any creature that you know or know of. Mass
missive is strictly a one-way exchange from you to the
subjects. If you do not share a common language, the
subjects “hear” meaningless mental syllables.
Augment: For every 2 additional power points you
spend, this power’s range increases by 40 feet.
Modify Memory, Psionic
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 4
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
As the modify memory spell, except as noted here.
Moment of Prescience, Psionic
Clairsentience
Level: Psion/Wilder 7
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
Power Points: 13
As the moment of prescience spell, except as noted
here.
My Light
Psychokinesis [Light]
Level: Psion/Wilder 1, Psychic Warrior 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Personal
Effect: 20-foot cone of light emanating from you
Duration: 10 minutes/level (D)
Power Points: 1
Your eyes beam forth a 20-foot cone of light. You and
other creatures can see normally in the light. If you walk
into an area filled with psionic or magical darkness, my
light goes dark while you stay within that area.
If my light is used in conjunction with
enhanced perception, the cone of light extends out to
40 feet instead of 20 feet.
Augment: If you spend 2 additional power points, you
can manifest this power as a swift action.
Null Psionics Field
Psychokinesis
Level: Kineticist 6
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 10 feet
Area: 10-foot-radius emanation centered on you
Duration: 10 minutes/level (D)
Saving Throw: None
Power Resistance: See text
Power Points: 11
An invisible barrier surrounds you and moves with
you. The space within this barrier is impervious to most
psionic effects, including powers, psi-like abilities,
and supernatural abilities. Likewise, it prevents the
functioning of any psionic items or powers within its
confines. A null psionics field suppresses any power or
psionic effect used within, brought into, or manifested
into its area, but does not negate it. Time spent within a
null psionics field counts against a suppressed effect’s
duration.
Astral constructs and summoned creatures
wink out if they enter a null psionics field. They
reappear in the same spot once the field goes away.
Time spent winked out counts normally against the
duration of the power that is maintaining the construct
or summoned creature.
Creation powers with instantaneous durations
and calling powers are not affected by a null psionics
field because the power itself is no longer in effect,
only its result.
A normal creature (a normally-encountered
construct rather than a created one, for instance) can
enter the area, as can normal missiles. Furthermore,
while a psionic sword does not function psionically
within the area, it is still a sword (and a masterwork
sword at that). The power has no effect on golems and
179
POWERS ▪ Oak Body-Object Reading
other constructs that are imbued with magic during
their creation process and are thereafter self-supporting
(unless they have been summoned or have a limited
duration, in which case they are treated like any other
summoned creatures). Elementals, corporeal undead,
and outsiders are likewise unaffected unless summoned.
These creatures’ spell-like or supernatural abilities,
however, may be temporarily nullified by the field.
Dispel psionics does not remove the field.
Two or more null psionics fields sharing any of the
same space have no effect on each other. Certain
powers may be unaffected by null psionics field (see
the individual power descriptions). Artifacts and deities
are unaffected by mortal power such as this. Should a
creature’s space extend across the boundary of the area
enclosed by the field, any part of the creature that lies
outside the effect is unaffected by the field.
Oak Body
Psychometabolism
Level: Psion/Wilder 7, Psychic Warrior 5, Swamp
Lord 7
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 13 (Psion/Wilder, Swamp Lord), 9
(Psychic Warrior)
This power transforms your body into living oak,
which grants you several advantages.
You gain damage reduction 10/ slashing and
a +5 racial bonus to natural armor that overlaps (does
not stack with) any natural armor bonus you may
already have (although enhancement bonuses to natural
armor can still be applied to the
new natural armor bonus). You
are immune to ability damage,
blindness, deafness, critical
hits, disease, drowning, poison,
stunning, and all powers, spells, or
attacks that affect your physiology
or respiration, because you have
no physiology or respiration while
this power is in effect.
You take only half
damage from cold effects of all
kinds. However, you become
susceptible to all special attacks
that affect wood, and you gain
vulnerability to fire.
You gain a +4 enhancement
bonus to Strength, but you take a –
2 penalty to Dexterity (to a minimum
Dexterity score of 1), and your speed is
reduced to half normal. You can speak but
cannot drink (and thus can’t use potions)
or play wind instruments. You have
an armor check penalty of –4 and an
arcane spell failure chance of 25%.
Your unarmed attacks deal damage
equal to a club sized for you
180
(1d4 for Small characters, 1d6 for Medium characters),
and you are considered armed when making unarmed
attacks. When you make a full attack against an object
or structure using your unarmed strike, you deal double
damage.
Augment: For every additional power point you spend,
this power’s duration increases by 1 minute.
Object Reading
Clairsentience
Level: Seer 2
Display: Auditory and material
Manifesting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 3
You can learn details of an inanimate object’s previous
owner. Objects accumulate psychic impressions left by
their previous owners, which can be read by use of this
power. The amount of information revealed depends on
how long you study a particular object.
1st Minute: Last owner’s race.
2nd Minute: Last owner’s gender.
3rd Minute: Last owner’s age.
4th Minute: Last owner’s alignment.
5th Minute: How last owner gained and lost the
object.
6th+ Minute: Next-to-last owner’s race, and so on.
The power always correctly identifies the last owner of
the item, and the original owner (if you keep the power
active long enough).
There is a 90% chance that this power will successfully
identify all other former owners
in sequence, but there is a 10%
chance that one former owner
will be skipped and thus not be
identified.
This power will not
identify casual users as owners.
(Anyone who uses an object to
attack someone or something is
thereafter not considered a casual
user.)
An object without any
previous owners reveals no
information. You can continue to
run through a list of previous owners
and learn details about them as long
as the power’s duration lasts. If you
use this power additional times on
the same object, the information
yielded is the same as if you were
using the power on the object
for the first time.
Augment: For every
additional power point
you spend, this power’s
maximum
duration
increases by 10 minutes.
Overland Flight, Psionic-Precognition ▪ POWERS
Overland Flight, Psionic
Psychoportation
Level: Psion/Wilder 6, Swamp Lord 6
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 11
As the overland flight spell, except as noted here.
Painful Strike
Psychometabolism
Level: Psychic Warrior 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 3
Your natural weapons cause additional pain. Each
successful attack you make with a natural weapon deals
an extra 1d6 points of nonlethal damage to the target.
Augment: If you spend 6 additional power points, you
can manifest this power as a swift action.
Phase Door, Psionic
Psychoportation
Level: Psion/Wilder 7, Swamp Lord 7
Display: Visual
Manifesting Time: 1 standard action
Range: 0 feet
Effect: Ethereal 5-foot-by-8-foot opening, 10 feet deep
+ 5 feet deep per three levels
Duration: One usage per two levels
Saving Throw: None
Power Resistance: No
Power Points: 13
As the phase door spell, except as noted here. This
power is subject to dispel psionics.
Plane Shift, Psionic
Psychoportation
Level: Psion/Wilder 5
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Targets: Willing creature touched, or up to eight
willing creatures joining hands
Duration: Instantaneous
Power Points: 9
As the plane shift spell, except as noted here.
In Living Arcanis, this power is restricted and may not
be learned or used without campaign documentation;
documentation that allows access to the plane shift
spell is also considered to grant access to this power.
Power Leech
Telepathy (Compulsion) [Mind-Affecting]
Level: Mist Wanderer 4, Psion/Wilder 4, Swamp Lord 4
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: Any psionic creature
Duration: Concentration, up to 1 round/level; see text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
Your brow erupts with an arc of crackling dark energy
that connects with your foe, draining it of 1d6 power
points and adding 1 of those points to your reserve
(unless that gain would cause you to exceed your
maximum).
The drain continues in each round you maintain
concentration while the subject of the drain remains in
range. If the subject is drained to 0 power points, this
power ends.
Concentrating to maintain power leech is a
full-round action (you can take no other actions aside
from a 5-foot step) instead of a standard action.
Power Resistance
Clairsentience
Level: Psion/Wilder 5, Swamp Lord 5
Display: Material and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 9
The creature gains power resistance equal to 12 + your
manifester level.
Precognition
Clairsentience
Level: Seer 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Power Points: 1
Precognition allows your mind to glimpse fragments
of potential future events—what you see will probably
happen if no one takes action to change it. However,
your vision is incomplete, and it makes no real sense
until the actual events you glimpsed begin to unfold.
That’s when everything begins to come together, and
you can act, if you act swiftly, on the information you
previously received when you manifested this power.
In practice, manifesting this power grants you a
“precognitive edge.” Normally, you can have only a
single precognitive edge at one time. You must use
your edge within a period of no more than 10 minutes
per level, at which time your preknowledge fades and
you lose your edge.
You can use your precognitive edge in a
variety of ways. Essentially, the edge translates into
a +2 insight bonus that you can apply at any time to
either an attack roll, a damage roll, a saving throw, or a
skill check. You can elect to apply the bonus to the roll
after you determine that your unmodified roll is lower
than desired.
181
POWERS ▪ Precognition, Defensive-Prowess
Precognition, Defensive
Clairsentience
Level: Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1,
Adept of Shadows 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 1
Your awareness extends a fraction of a second into
the future, allowing you to better evade an opponent’s
blows.
You gain a +1 insight bonus to AC and on all saving
throws. If caught in a situation where your Dexterity
bonus isn’t applied to your Armor Class, this bonus to
AC and saving throws does not apply.
Augment: You can augment this power in one or both
of the following ways:
1. For every 4 additional power points you spend, the
insight bonus gained increases by 1 (maximum +5).
2. If you spend 6 additional power points, you can
manifest this power as a swift action.
Precognition, Greater
Clairsentience
Level: Seer 6
Display: Auditory and visual
Manifesting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 11
As precognition, except as noted here.
You gain a +4 insight bonus instead of a +2 bonus.
Precognition, Offensive
Clairsentience
Level: Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1,
Adept of Shadows 1
Display: Material and visual
Manifesting Time: 1 standard action; see text
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 1
Your awareness extends a fraction of a second into the
future, allowing you to better land blows against your
opponent. You gain a +1 insight bonus on your attack
rolls.
Augment: You can augment this power in one or both
of the following ways:
1. For every 3 additional power points you spend, the
insight bonus gained on your attack rolls increases by
1 (maximum +5).
2. If you spend 6 additional power points, you can
manifest this power as a swift action.
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 1
Your awareness extends a fraction of a second into the
future, allowing you to better aim blows against your
opponent. You gain a +2 insight bonus on your damage
rolls.
Augment: You can augment this power in one or both
of the following ways:
1. For every 3 additional power points you spend, the
insight bonus gained on your damage rolls increases by
1 (maximum +5).
2. If you spend 6 additional power points, you can
manifest this power as a swift action.
Prevenom
Psychometabolism (Creation)
Level: Psychic Warrior 1
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Power Points: 1
If you have a claw attack (either from an actual natural
weapon or from an effect such as claws of the beast),
you can use this power to produce a mild venom that
coats one of your claws. On your next successful
melee attack, the venom deals 2 points of Constitution
damage. A target struck by the poison can make a
Fortitude save (DC 10 + 1/2 your manifester level +
your key ability modifier) to negate the damage.
Augment: For every 6 additional power points you
spend, this power’s Constitution damage increases by
2 points.
Prevenom Weapon
Psychometabolism (Creation)
Level: Psychic Warrior 1
Range: Touch
Target: Weapon touched
Power Points: 1
As prevenom, except your weapon gains the poison
coating as long as it remains in your grip.
Prowess
Clairsentience
Level: Psychic Warrior 2, Rhi’zen 2
Display: Mental
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3
If an enemy provokes an attack of opportunity from
Prescience, Offensive
you, you can make the attack even if you’ve already
Clairsentience
taken your allotted number of attacks of opportunity
Level: Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1, this round (usually one).
Adept of Shadows 1
182
Psionic Blast-Psionic-Scent ▪ POWERS
Psionic Lock
Psychoportation
Level: Psion/Wilder 2
Display: Material
Manifesting Time: 1 standard action
Range: Touch
Target: Door, chest, or portal touched, up to 30-squarefeet/level in size
Psionic Blast
Duration: Permanent
Telepathy [Mind-Affecting]
Level: Mist Wanderer 3, Psion/Wilder 3, Swamp Lord 3 Saving Throw: None
Power Resistance: No
Display: Auditory
Power Points: 3
Manifesting Time: 1 standard action
A psionic lock manifested upon a door, chest, or portal
Range: 30 feet
psionically locks it. You can freely pass your own lock
Area: 30-foot cone-shaped burst
without affecting it; otherwise, a door or object secured
Duration: Instantaneous
with psionic lock can be opened only by breaking in or
Saving Throw: Will negates
by a successful dispel psionics effect. Add +10 to the
Power Resistance: Yes
normal DC to break open a door or portal affected by
Power Points: 5
The air ripples with the force of your mental attack, this power.
which blasts the minds of all creatures in range. Psionic
Psionic Repair Damage
blast stuns all affected creatures for 1 round.
Augment: For every 2 additional power points you Metacreativity
spend, the duration of the stun effect increases by 1 Level: Shaper 2
Display: Material and visual
round.
Manifesting Time: 1 standard action
Range: Touch
Psionic Pounce
Target: Construct touched
Psychometabolism
Duration: Instantaneous
Level: Psychic Warrior 2, Rhi’zen 2
Saving Throw: Will negates (harmless)
Display: Mental
Power Resistance: Yes (harmless)
Manifesting Time: 1 swift action
Power Points: 3
Range: Personal
When laying your hands upon a construct that has at
Target: You
least 1 hit point remaining, you reknit its structure
Duration: Instantaneous
to repair damage it has taken. The power repairs
Power Points: 3
You gain the powerful charging ability of a lion. When 3d8 points of damage +1 point per manifester level.
you charge, you may make one iterative attack in Constructs that are immune to psionics or magic cannot
addition to the normal attack you receive for charging. be repaired in this fashion.
Individuals who use more than one weapon may Augment: For every 2 additional power points you
substitute an off-hand or natural attack in place of spend, this power repairs an additional 1d8 points of
the iterative attack. This power does not grant attacks damage.
beyond what a full-attack normally grants; thus if your Psionic Scent
full attack only normally grants one attack, this power Psychometabolism
has no effect.
Level: Psychic Warrior 2
You can manifest this power with an instant Display: Mental
thought, quickly enough to gain the benefit of the Manifesting Time: 1 standard action
power as you charge. Manifesting the power is a swift Range: Personal
action, like manifesting a quickened power, and it Target: You
counts toward the normal limit of one quickened power Duration: 1 round/level
per round. You cannot manifest this power when it isn’t Power Points: 3
your turn.
You gain an enhanced sense of smell, equivalent to the
Augment: You may augment this power in one or both scent ability of some monsters. This ability allows you
of the following ways:
to detect approaching enemies, sniff out hidden foes,
1. Each additional power point you spend while and track by sense of smell. With the scent ability,
manifesting this power, grants a +1 circumstance bonus you can identify familiar odors just as humanoids do
to damage to all attacks you make during the charge familiar sights.
(maximum +10).
You can detect opponents within 30 feet by
2. Each 4 additional power points you spend grant an sense of smell. If the opponent is upwind, the range
additional iterative, off-hand or natural attack during increases to 60 feet; if downwind, it drops to 15 feet.
the charge.
Strong scents, such as smoke or rotting garbage, can be
You can manifest this power instantly, quickly
enough to gain an extra attack of opportunity in the
same round. If you manifest this power more than once
per minute, you become fatigued for one minute after
the second manifesting is complete (after the attack of
opportunity has resolved).
detected at twice the ranges noted above. Overpowering
scents, such as skunk musk or troglodyte stench, can be
detected at triple the normal range.
183
POWERS ▪ Psychic Chirurgery-Psychofeedback
When you detect a scent, the exact location of
the source is not revealed—only its presence somewhere
within range. You can take a move action to note the
direction of the scent. Whenever you come within 5
feet of the source, you pinpoint the source’s location.
If you have the Track feat, you can follow tracks by
smell, making a Wisdom (or Survival) check to find
or follow a track. The typical DC for a fresh trail is 10
(no matter what kind of surface holds the scent). This
DC increases or decreases depending on how strong
the quarry’s odor is, the number of creatures, and the
age of the trail. For each hour that the trail is cold, the
DC increases by 2. The ability otherwise follows the
rules for the Track feat. If you are tracking with psionic
scent, you ignore the effects of surface conditions and
poor visibility.
Psychic Chirurgery
Telepathy [Mind-Affecting]
Level: Telepath 9
Display: Auditory, mental, and visual
Manifesting Time: 10 minutes
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 17
You can repair psychic damage to another creature
when you manifest this power. You can remove any
compulsions and charms affecting the subject. In fact,
you can remove any instantaneous or permanent effect
caused by a psychic power with psychic chirurgery.
Unlike with aura alteration, these effects end or are
negated as soon as this power is manifested, with no
need for another saving throw.
You can remove all negative levels affecting
the subject, regardless of how it lost those levels,
restoring it to the highest level it had previously
attained. Also, you can restore levels lost to energy
drain or a similar effect if the level drain occurred
within a number of hours equal to your manifester
level.
You can also remove all psionic effects
penalizing the subject’s ability scores, heal all ability
damage, and remove any ability drain affecting the
subject. Psychic chirurgery negates all forms of
insanity, confusion, the effect of such powers as
microcosm, and so on, but it does not restore levels or
Constitution points lost due to death.
Psychic Crush
Telepathy [Death, Mind-Affecting]
Level: Psion/Wilder 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 feet +5 feet/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial; see text
Power Resistance: Yes
Power Points: 9
184
Your will abruptly and brutally crushes the mental
essence of any one creature, debilitating its acumen.
The target must make a Will save with a +4 bonus
or collapse unconscious and dying at –1 hit points. If
the target succeeds on the save, it takes 3d6 points of
damage.
Augment: For every 2 additional power points you
spend, this power’s damage increases by 1d6 points.
Psychic Vampire
Psychometabolism
Level: Egoist 4, Psychic Warrior 4, Adept of Shadows
4
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 7
This power shrouds your hand or a natural weapon
you possess with darkness that you can use to drain an
opponent’s power.
If you manifest this power to affect your hand,
the next successful melee touch attack you make (if the
victim fails its Fortitude save) drains 2 power points
from your foe for every manifester level you have.
The drained points simply dissipate. Your touch attack,
charged with psionic power, is treated as an armed
attack.
If you manifest this power to affect a natural
weapon you possess, you must make a successful melee
attack with the weapon to gain the power’s benefit.
Against a psionic being that has no power
points or a nonpsionic foe, your attack instead deals 2
points of Intelligence, Wisdom, or Charisma damage
(your choice); the victim still receives a Fortitude save
to negate the damage.
Psychofeedback
Psychometabolism
Level: Egoist 5, Psychic Warrior 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 9
You can readjust your body to boost one physical
ability score at the expense of one or more other scores.
Select one ability score you would like to boost, and
increase it by the same amount that you decrease one
or more other scores. All score decreases are treated as
a special form of ability damage, called ability burn,
which cannot be magically or psionically healed—it
goes away only through natural healing.
You can boost your Strength, Dexterity,
or Constitution score by an amount equal to your
manifester level (or any lesser amount), assuming you
can afford to burn your other ability scores to such an
extent.
Pyroplasmic Aura-Read Throughts ▪ POWERS
The total increase must be exactly equaled
by decreases to any combination of your other ability
scores; you cannot apply the decrease to an ability
score that has reached 1, or an ability score that you do
not have (such as Constitution if you are undead).
When the duration of this power expires, your
ability boost also ends, but your ability burn remains
until it is healed naturally.
Pyroplasmic Aura
Metacreativity [Fire]
Level: Shaper 2, Psion/Wilder 3, Psychic Warrior 3
Display: Visual
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: No
Power Resistance: No
Power Points: 3 (Shaper), 5 (Psion/Wilder, Psychic
Warrior)
You craft an unstable ectoplasm bubble filled with
super-heated air. This bubble wraps around your form
and is visible as a pale-orange glow.
The bubble as a whole grants you a +2
deflection bonus to Armor Class: however, if the
bubble is violated by a foreign substance, it erupts into
a blast of fire at the point of contact.
Any creature striking you with a natural
weapon or a handheld manufactured weapon without
reach suffers 1d6 points of fire damage plus 1 point per
3 manifester levels you have.
Augment: You can augment this power in one or both
of the following ways:
1. For every 5 additional power points you spend,
granted deflection bonus increases by 1.
2. For every 2 additional power points you spend,
this deals an extra 1d6 fire damage whenever you are
struck, as described (maximum 6d6+6 damage).
Quintessence
Metacreativity (Creation)
Level: Shaper 4
Display: Material; see text
Manifesting Time: 1 round
Range: 0 feet
Effect: 1-inch-diameter dollop of quintessence; see
text
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7
You collapse a bit of time from the continuum,
forming a 1-ounce dollop of thick, gooey material
called quintessence. This substance shimmers like a
silver mirror when viewed from some angles but is
transparent from other viewpoints. You can smooth
a dollop of quintessence around any extremely small
object.
Objects sealed within quintessence are
protected from the effects of time; in practical terms,
they enter a state of stasis. Living flesh with only
partial contact with quintessence is also partially pulled
out of the time stream (the manifester is immune to
this effect). This disruption deals 1 point of damage
per round beginning 10 rounds after partial contact
occurs.
Quintessence can be manually scraped away
from a protected object, freeing it to rejoin the time
stream. When you do this, there is a 75% chance that
the quintessence evaporates back into the continuum.
Otherwise, it coalesces again into a 1-inch-diameter
bead, available for later use.
Large quantities of quintessence could
theoretically be gathered to preserve large items or
structures (or even a complete living creature; if
completely immersed, a living creature would not take
the damage associated with partial contact). However,
psionic characters and creatures are generally loath to
do so because accumulations of quintessence weighing
1 pound or more hinder psionic activity within a
5-foot radius of the accumulation: Powers require
twice as many power points to manifest, unless the
manifester makes a successful Will save each time
he or she attempts to manifest a power. Also in these
circumstances, manifesting a psi-like ability that is
usable at will is a full-round action rather than a
standard action.
In Living Arcanis, you cannot use or manifest
this power without campaign documentation.
Raise Dead, Psionic
Psychometabolism
Level: Egoist 5, Psion/Wilder 6
Display: Visual, Material
Manifesting Time: 1 minute
Range: Touch
Targets: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Power Resistance: Yes (harmless)
Power Points: 9 (Egoist), 11 (Psion/Wilder)
As the raise dead spell, except as noted here. You must
burn 5,000 gp worth of incense while manifesting
this power, in lieu of the 5,000 gp diamond material
component.
Read Thoughts
Telepathy [Mind-Affecting]
Level: Telepath 2
Display: Mental
Manifesting Time: 1 standard action
Range: 60 feet
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates; see text
Power Resistance: No
Power Points: 3
You know the surface thoughts of the mind
of any creature in the area that fails a Will save. A
target that succeeds on its save is not affected by this
manifestation of the power, even if it leaves the area
and then reenters the area before the duration expires.
185
POWERS ▪ Reality Revision-Recall Death
Creatures of animal intelligence have simple,
instinctual thoughts that you can pick up. If you read
the thoughts of a creature with an Intelligence of 26
or higher (and at least 10 points higher than your own
Intelligence score), you are stunned for 1 round and the
power ends. This power does not let you pinpoint the
location of an affected mind if you don’t have line of
sight to the subject.
Each round, you can turn to use this power in
a new area. The power can penetrate barriers, but 1 foot
of stone, 1 inch of common metal, a thin sheet of lead,
or 3 feet of wood or dirt blocks it.
Reality Revision
Clairsentience
Level: Psion/Wilder 9
Saving Throw: See text
Power Resistance: See text
Power Points: 17, XP
As bend reality, but with more far-reaching effects. A
reality revision can produce any one of the following
effects:
• Duplicate any psion power of 8th level or lower,
provided the power is not prohibited to you.
• Duplicate any other power (but not a spell) of 6th
level or lower, such as a Psychic Warrior power.
• Duplicate any psion power of 7th level or lower even
if it’s a power prohibited to you.
• Undo the harmful effects of many other powers, such
as microcosm, geas/quest, or insanity.
• Create a nonpsionic item of up to 25,000 gp in value.
• Create a psionic item, or add to the powers of an
existing psionic item (see XP cost below).
• Grant a creature a +1 inherent bonus to an ability
score. Two to five reality revisions manifested in
immediate succession can grant a creature a +2 to +5
inherent bonus to an ability score. Inherent bonuses are
instantaneous, so they cannot be negated or dispelled.
An inherent bonus cannot exceed +5 for a single ability
score. Inherent bonuses to a particular ability score do
not stack; only the best one applies.
• Remove injuries and afflictions. A single reality
revision can aid one creature per manifester level, and
all subjects are cured of the same kind of affliction.
Reality revision cannot restore the experience point
loss from manifesting a power or casting a spell, or the
level or Constitution loss from being returned to life by
those effects that reduce level or Constitution.
• Revive the dead. Reality revision can bring a dead
creature back to life by duplicating a resurrection spell.
This power can revive a dead creature whose body has
been destroyed, but the task takes two manifestations
of reality revision: one to recreate the body and another
to infuse the body with life again. Reality revision
cannot prevent a character that is brought back to life
from losing a level.
• Transport travelers. This power can lift one creature
per manifester level from anywhere on any plane and
place those creatures anywhere else on any plane
regardless of local conditions. An unwilling target gets
a Will save to negate the effect, and power resistance
(if any) applies.
186
• Undo misfortune. Reality revision can undo a single
recent event. Manifesting the power forces a reroll of
any roll made within the last round (including your last
turn). Reality reshapes itself to accommodate the new
result. The reroll, however, may be as bad as or worse
than the original roll. An unwilling target gets a Will
save to negate the effect, and power resistance (if any)
applies.
You can try to use reality revision to produce
more powerful effects than these, but doing so is
dangerous. The manifestation may pervert your intent
into a literal but undesirable fulfillment or only a partial
fulfillment.
Duplicated powers allow saves and power
resistance as normal (but save DCs are calculated as
though the power is 9th level).
XP Cost: The minimum XP cost for manifesting reality
revision is 5,000 XP.
When a manifestation duplicates a power that
has an XP cost, you must pay 5,000 XP or that cost,
whichever is greater. When a manifestation creates
or improves a psionic item, you must pay twice the
normal XP cost for crafting or improving the item, plus
an additional 5,000 XP.
In Living Arcanis, you may not use or
manifest this power without campaign documentation;
documentation that grants access to the wish or miracle
spells also applies to the reality revision power.
Recall Agony
Clairsentience [Mind-Affecting]
Level: Psion/Wilder 2, Swamp Lord 2, Adept of
Shadows 2
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 3
The fabric of time parts to your will, revealing wounds
your foe has received in the past (or has yet to receive).
That foe takes 2d6 points of damage as the past (or
future) impinges briefly on the present.
Augment: For every additional power point you spend,
this power’s damage increases by 1d6 points. For each
extra 2d6 points of damage, this power’s save DC
increases by 1.
Recall Death
Clairsentience [Death, Mind-Affecting]
Level: Psion/Wilder 8
Saving Throw: Will partial; see text
Power Points: 15
As recall agony, except the wounds revealed by folding
the fourth dimension are potentially fatal. If the target
fails its Will save, it dies. If the save succeeds, the
target instead takes 5d6 points of damage.
Augment: For each additional power point you spend,
the damage this power deals is increased by 2d6.
Reddopsi-Remote Viewing ▪ POWERS
Reddopsi
Psychokinesis
Level: Kineticist 7
Display: Auditory, mental, and
olfactory
Manifesting Time: 1
standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Power Points: 13
When you manifest reddopsi,
powers targeted against
you rebound to affect the
original manifester. This
effect reverses powers that
have only you as a target
(except dispel psionics
and similar powers or
effects). Powers that
affect an area and those
that produce effects
can’t be reversed.
Reddopsi also can’t
reverse
any power with a range of touch.
Should you rebound a power
back against a manifester who also
is protected by reddopsi, the power
rebounds once more upon you. If such a
thing
occurs, you are affected normally by the doublereflected power.
Remote View Trap
Clairsentience [Electricity]
Level: Psion/Wilder 6, Swamp Lord 6
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours + 1 hour/level
Saving Throw: Will half; see text
Power Resistance: No
Power Points: 11
When others use clairvoyant sense, remote viewing, or
other means of scrying you from afar, your prepared
trap gives them a nasty surprise. If the scryer fails its
saving throw, you are undetected. Moreover, the wouldbe observer takes 8d6 points of electricity damage. If
the scryer makes its saving throw, it takes only 4d6
points of electricity damage and is able to observe you
normally. Either way, you are aware of the attempt to
view you, but not of the viewer or the viewer’s location.
It is possible that you might recognize the quasi-real
viewpoint of someone using the remote viewing power
if you could pierce its invisibility (which is true for
remote viewing whether or not you use this power).
Remote Viewing
Clairsentience (Scrying; see text)
Level: Seer 4
Display: Mental
Manifesting Time: 1 hour
Range: See text
Effect: Quasi-real viewpoint
Duration: 1 minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7, XP
You send your mind across space
and dimensions, forming it into
a quasi-real viewpoint from
which you can see and hear
some creature located at any
distance from you, even if
planar boundaries separate
you. If the subject succeeds
on a Will save, the remote
viewing attempt fails, and you
can’t attempt to view that
creature again for at least 24
hours. The difficulty of the
save depends on how well you
know the subject and what
sort of physical connection
(if any) you have to that
creature. Furthermore, if
the subject is on another
plane, it gets a +5 bonus
on its Will save.
Knowledge
Will Save
Modifier
None*
+10
Secondhand (you have heard of the
subject)
+5
Firsthand (you have met the subject)
+0
Familiar (you know the subject well)
–5
*You must have some sort of connection to a
creature you have no knowledge of.
Connection
Likeness or picture
Will Save
Modifier
–2
Possession or garment
–4
Body part, lock of hair, bit of nail, etc.
–10
Subject on another plane
+5
If the subject fails its Will save, your mind
coalesces a quasi-real viewpoint near enough to the
subject to see and hear the subject and its immediate
surroundings (up to 30 feet in all directions away from
the subject).
While the remote viewing lasts, your real
body remains unmoving and unaware of your actual
surroundings. On the other hand, your quasi-real
viewpoint is treated in some ways as if it were an
invisible ectoplasmic form of yourself, except as
follows. This power is of the Scrying subdiscipline, but
use the following information in place of the standard
scrying sensor. As a quasi-real viewpoint, you can
speak (though your voice is whispery).
187
POWERS ▪ Restoration, Psionic-Sense Link
You may potentially be sensed by the subject
of your viewing (subjects who can see or sense invisible
or hidden creatures automatically sense you; otherwise
you make a Hide check with a +40 bonus to escape
detection if immobile, or a +20 bonus if moving). You
could be attacked (although if you become subject to
dispel psionics, the remote viewing simply ends). If the
subject moves, you can attempt to follow it at a speed of
20 feet, though if it gets farther than 30 feet from you (or
you move farther than 30 feet from it), the power ends.
You can attempt to manifest one power
through your quasi-real viewpoint, but you must make
a Concentration check (DC 20 + level of the power you
wish to manifest) to succeed. Manifesting (or attempting
and failing to manifest) a power immediately ends the
remote viewing.
Furthermore, all powers from your quasi-real
viewpoint cost twice the usual number of power points
(you can’t exceed the power point limit set by your
manifester level, so you are restricted to manifesting
lower-level powers than you otherwise could). Power
points you spend as a quasi-real viewpoint are drained
from your real body.
XP Cost: 20 XP.
Restoration, Psionic
Psychometabolism (Healing)
Level: Egoist 6
Display: Material
Manifesting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 11
This power cures all ability damage, and it restores all
points drained from a single ability score (your choice
if more than one score is drained). It also eliminates
any fatigue or exhaustion suffered by the target.
Restoration does not restore levels or Constitution
points lost due to death.
Restoration can remove negative levels. It can
also restore one level to a creature that has had a level
drained, if the number of days since the creature lost
the level is equal to or less than your manifester level.
In such a case, restoration brings the creature up to
the minimum number of experience points necessary
to advance it to the next higher level, gaining it an
additional Hit Die and level benefits accordingly.
Restore Extremity
Psychometabolism (Healing)
Level: Egoist 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Power Resistance: Yes (harmless)
Power Points: 9
188
You restore a severed extremity to a creature that has
lost a digit, hand, arm, leg, or even its head. This power
does not restore life, but it returns a lost extremity to
a living or dead creature if the creature is otherwise
mostly intact. The original extremity need not be
present when this power is manifested; a new extremity
is created by the power. If a head is restored to a body,
the original head (if not already destroyed) loses all
spark of identity, and can be considered so much dead
tissue.
Retrieve
Psychoportation (Teleportation)
Level: Psion/Wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target: One object you can hold or carry in one hand,
weighing up to 10 lbs./level
Duration: Instantaneous
Saving Throw: Will negates; see text
Power Resistance: No
Power Points: 11
You automatically teleport an item you can see within
range directly to your hand. If the object is in the
possession of an opponent, it comes to your hand if
your opponent fails a Will save.
Augment: For every additional power point you spend,
the weight limit of the target increases by 10 pounds.
Second Chance
Clairsentience
Level: Seer 5
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
Power Points: 9
You take a hand in influencing the probable outcomes
of your immediate environment. You see the many
alternative branches that reality could take in the next
few seconds, and with this foreknowledge you gain
the ability to reroll one attack roll, one saving throw,
one ability check, or one skill check each round. You
must take the result of the reroll, even if it’s worse than
the original roll. You do not have to make another roll
if satisfied with your original roll. You must choose
whether to make use of the reroll or not before you
know the outcome of your roll.
Sense Link
Telepathy [Mind-Affecting]
Level: Mist Wanderer 1, Psion/Wilder 1, Swamp Lord
1, Adept of Shadows 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target: One willing creature
Duration: Concentration, up to 1 minute/level
Power Points: 1
Sense Link, Forced-Shadow Body ▪ POWERS
You perceive what the subject creature perceives using
its sight, hearing, taste, or smell. Only one sense is
linked, and you cannot switch between senses with the
same manifestation.
You make any skill checks involving senses,
such as Spot or Listen, as the subject, and only within the
subject’s field of view. You lose your Dexterity bonus to
AC while directly sensing what the subject senses.
Once sense link is manifested, the link persists
even if the subject moves out of the range of the
original manifestation (but the link does not work
across planes). You do not control the subject, nor can
you communicate with it by means of this power.
The strength of the subject’s linked sense
could be enhanced by other powers or items, allowing
you the same enhanced sense. You are subject to any
gaze attack affecting the subject creature (if you linked
vision). If you are blinded or deafened, or suffer some
other sensory deprivation, the linked creature functions
as an independent sensory organ, and provides you the
benefit of the linked sense from its perspective while
this power’s duration lasts.
Augment: You can augment this power in one or both
of the following ways:
1. If you spend 2 additional power points, you can have
the subject perceive one of your senses instead of the
other way around.
2. If you spend 4 additional power points, you can link
to a second sense of the same subject.
Sense Link, Forced
Telepathy [Mind-Affecting]
Level: Mist Wanderer 2, Psion/Wilder 2, Adept of
Shadows 2
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
As sense link, except you can use this power on any
creature (willing or unwilling), and this power can’t be
augmented.
Sensitivity to Psychic Impressions
Clairsentience
Level: Seer 2
Display: Auditory and material
Manifesting Time: 1 hour
Range: Close (25 feet + 5 feet/2 levels)
Area: Spread with a radius of 25 feet + 5 feet/2 levels,
centered on you
Duration: Concentration, up to 10 minutes/level
Saving Throw: None
Power Resistance: No
Power Points: 3
You gain historical vision in a given location. Rooms,
streets, tunnels, and other discrete locations accumulate
psychic impressions left by powerful emotions
experienced in a given area. These impressions offer
you a picture of the location’s past.
The types of events most likely to leave
psychic impressions are those that elicited strong
emotions: battles and betrayals, marriages and murders,
births and great pain, or any other event where one
emotion dominates. Everyday occurrences leave no
residue for a manifester to detect.
The vision of the event is dreamlike and shadowy.
You do not gain special knowledge of those involved in
the vision, though you might be able to read large banners
or other writing if they are in your language.
Beginning with the most recent significant
event at a location and working backward in time,
you can sense one distinct event for every 10 minutes
you maintain concentration, if any such events exist
to be sensed. Your sensitivity extends into the past
a maximum number of years equal to 100 x your
manifester level.
Sequester, Psionic
Clairsentience
Level: Psion/Wilder 7
Display: None
Manifesting Time: 1 standard action
Range: Touch
Target: One willing creature or one object (up to a 2foot cube/level) touched
Duration: One day/level (D)
Saving Throw: None or Will negates (object)
Power Resistance: No or Yes (object)
Power Points: 13, XP
As the sequester spell, except as noted here.
XP Cost: 75 XP.
Shadow Body
Psychometabolism
Level: Psion/Wilder 8
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 15
Your body and all your equipment are subsumed by
your shadow. As a living shadow, you blend perfectly
into any other shadow and vanish in darkness. You
appear as an unattached shadow in areas of full light.
You can move at your normal speed, on
any surface, including walls and ceilings, as well as
across the surfaces of liquids—even up the face of a
waterfall.
Your space does not change, so you cannot move into
locations you would not normally be able to move into.
While in your shadow body, you gain damage
reduction 10/magic and darkvision out to 60 feet. You
are immune to extra damage from critical hits, ability
damage, disease, drowning, and poison. You take only
half damage from acid, electricity, and fire of all kinds.
While affected by this power, you can be
detected by powers that read thoughts, life, or presences
(including true seeing), or if you make suspicious
movements in lighted areas.
You cannot harm anyone physically or
manipulate any objects, but you can use your powers
normally. Doing so may attract notice, but if you
remain in a shadowed area, you get a +15 bonus on
your Hide check to remain unnoticed.
189
POWERS ▪ Shadow Delving-Shred the Planes
Shadow Delving
Clairsentience
Level: Psion/Wilder 6, Swamp Lord 6, Adept of
Shadows 4
Display: Mental
Manifesting Time: See text
Range: Personal
Targets: You
Duration: See text
Power Points: 11 (Psion/Wilder,
Swamp Lord), 9 (val’Borda)
As the legend lore spell, except as
noted here.
Shatter Mind Blank
Telepathy
Level: Psion/Wilder 5, Swamp Lord 5,
Adept of Shadows 5
Display: Olfactory
Manifesting Time: 1 standard
action
Range: 30 feet
Area: 30-foot-radius burst
centered on you
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 9
Share Pain
This power can negate a
Psychometabolism
psionic mind blank or a
Level: Psion/Wilder 2
personal mind blank
Display: Material and mental
affecting the target. If
Manifesting Time: 1 standard
the target fails its save
action
and does not overcome
Range: Touch
your attempt with its power
Targets: You and one willing creature,
resistance, you can shatter the
or two willing creatures; see text
mind blank by making a successful
Duration: 1 hour/level (D)
check (1d20 + your manifester level,
Power Points: 3
maximum +20) against a DC equal to 11
This power creates a psychometabolic
+ the manifester level of the creator of the
connection between you and a willing subject so that mind blank effect. If you succeed, the psionic mind
some of your wounds are transferred to the subject. You blank or personal mind blank ends, allowing you to
take half damage from all attacks that deal hit point affect the target thereafter with mind-affecting powers.
damage to you, and the subject takes the remainder.
The amount of damage not taken by you is taken by Shred the Planes
the subject. If your hit points are reduced by a lowered Psychoportation (Preternatural) [Entropic]
Constitution score, that reduction is not shared with the Level: Psion/Wilder 7
subject because it is not a form of hit point damage. Display: Visual
When this power ends, subsequent damage is no longer Manifesting Time: 1 standard action
divided between the subject and you, but damage Range: Touch and 20-foot radius blast
already shared is not reassigned.
Targets: Willing creature touched, or up to eight
If you and the subject move farther away from willing creatures joining hands; All creatures within
each other than close range, the power ends.
the burst radius
You can manifest this power on two willing Duration: Instantaneous
subjects, one of which you designate to share its Saving Throw: None and Fortitude half
damage with the other.
Power Resistance: No and Yes
Power Points: 13
Share Pain, Forced
As the psionic plane shift power, except as noted here.
Psychometabolism
Immediately after the plane shifting targets have
Level: Psion/Wilder 3
departed, unleashes a chaotic blast of entropic energy
Range: Close (25 feet + 5 feet/2 levels)
from beyond the planes into the area where the caster
Target: One creature
once was. All creatures within a 20-foot-radius blast
Duration: 1 round/level (D)
of where the caster was standing suffer 8d6 entropic
Saving Throw: Fortitude negates
damage, with a Fortitude save for half damage.
Power Resistance: Yes
The damage portion of this spell is subject to power
Power Points: 5
resistance.
As share pain, except as noted here.
In Living Arcanis, this power is restricted
You attempt to force the sharing of your wounds with and may not be learned or used without campaign
an unwilling creature, and for less time. If you are documentation.
immune to the type of damage dealt, or if you convert Augment: For every additional power point you spend,
lethal damage into nonlethal damage, the target takes this power’s damage increases by one die (d6). For
no damage.
each extra two dice of damage, this power’s save DC
Augment: For every 2 additional power points you increases by 1.
spend, this power’s save DC increases by 1.
190
Skate-Sprint ▪ POWERS
Skate
Psychoportation
Level: Mist Wanderer 1, Psion/Wilder 1, Psychic
Warrior 1, Rhi’zen 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal or touch; see text
Target: You or one willing creature or one unattended
object (total weight up to 100 lbs./level); see text
Duration: 1 minute/level (D)
Saving Throw: None
Power Resistance: Yes (harmless, object)
Power Points: 1
You, another willing creature, or an unattended object
can slide along solid ground as if on smooth ice. If
you manifest skate on yourself or another creature,
the subject of the power retains equilibrium by mental
desire alone, allowing her to gracefully skate along the
ground, turn, or stop suddenly as desired. The skater’s
land speed increases by 15 feet. (This adjustment is
treated as an enhancement bonus.) As with any effect
that increases speed, this power affects the subject’s
maximum jumping distance.
The subject can skate up or down any incline
or decline she could normally walk upon without
mishap, though skating up an incline reduces the
subject’s speed to normal, while skating down a decline
increases her speed by an additional 15 feet. (This
adjustment is treated as a circumstance bonus.)
If you manifest skate on an object, treat the
object as having only one-tenth of its normal weight for
the purpose of dragging it along the ground.
Solicit Psicrystal
Telepathy
Level: Psion/Wilder 3
Display: Auditory
Manifesting Time: 1 swift action
Range: Close (25 feet + 5 feet/2 levels)
Target: Your psicrystal
Duration: 1 round/level (D)
Saving Throw: No
Power Resistance: No
Power Points: 5
Your psicrystal takes over the responsibility of
maintaining concentration on any single power you
have manifested and are concentrating on. While
maintaining this concentration, the psicrystal is limited
to move actions in each round, as normal (since it is
spending its standard action maintaining the power).
When the duration of solicit psicrystal expires, the
power you transferred to the psicrystal ends (even if this
would mean that the power ends earlier than normal).
If necessary, the psicrystal makes Concentration checks
using your Concentration modifier.
You must maintain line of effect to your
psicrystal, and your psicrystal must maintain line of
effect to the power upon which it is manifesting, or the
power fails.
You can manifest this power (and transfer the
responsibility) with an instant thought, quickly enough
to gain the benefit of the power before you take any
other actions in a round. Manifesting the power is a
swift action, like manifesting a quickened power, and it
counts toward the normal limit of one quickened power
per round. You cannot manifest this power when it isn’t
your turn.
Augment: For every additional power point you spend,
this power’s maximum duration increases by 1 round.
Spell Flay
Telepathy [Mind-Affecting]
Level: Psion/Wilder 5
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 9
An invisible ray springs forth from the caster’s mind
attacking the victim’s ability to cast spells. The
manifestation of this power sounds like the tearing of
metal inside the minds of all within 30 feet of either the
manifester or the target.
The manifester must succeed on a ranged
touch attack against the target, otherwise the ray has
missed. If the attack succeeds, the target loses 2d4+2
spell slots; a successful Will save reduces the number
of lost spell slots by one-half. Treat these lost spell slots
identically to spell slots lost to negative levels. The
deathward spell and other effects that protect against
negative levels, also protect against this power.
Augment: You can augment this power in one or both
of the following ways:
1. For every 4 additional power points you spend,
increase the lost spell slots by 1d4+1.
2. For every 2 additional power points you spend,
increase this power’s save DC by 1.
Sprint
Psychometabolism
Level: Egoist 3, Psychic Warrior 2, Rhi’zen 3
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Fortitude negates (harmless)
Power Resistance: No
Power Points: 5 (Egoist, Rhi’zen), 3 (Psychic
Warrior)
With the merest though you accelerate yourself to
incredible speeds. You gain a +50 foot enhancement
bonus to your land speed for 1 round.
Manifesting this power is a swift action, like
manifesting a quickened power, and it counts towards
the normal limit of one quickened power per round.
You cannot manifest this power when it is not your
turn.
Augment: This power can be augmented in one or
more of the following means:
191
POWERS ▪ Steadfast Perception-Strength Leech
1. For every additional 3 power points you spend while
manifesting this power, its duration is increased by 1
round.
2. For every 3 additional power points you spend while
manifesting this power, the enhancement bonus it
provides is increased by +10 feet.
3. If you spend 10 additional power points, then you do
not gain the above enhancement bonus; instead you gain
one additional move action during the current round.
This move action provokes attacks of opportunity as
would a normal move action (depending of course on
the action you take). This specific use of the power
does not have a duration; once you have used the move
action, the power’s effect is over.
Steadfast Perception
Clairsentience
Level: Psychic Warrior 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Power Points: 7
Your vision cannot be distracted or misled, granting
you immunity to all figments and glamers (such as
invisibility). Moreover, your Spot and Search checks
receive a +6 enhancement bonus for the duration of this
power. This power also grants you another saving throw
against someone using false sensory input on you, but
you must realize that that power has been used in order
to know enough to manifest steadfast perception.
Stomp
Psychokinesis
Level: Psychic Warrior 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 20 feet
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 1
Your foot stomp precipitates a
psychokinetic shock wave that
travels along the ground,
toppling creatures and loose
objects. The shock wave
affects only creatures
standing on the ground
within the power’s area.
Creatures that fail their
saves are thrown to the
ground, become prone,
and take 1d4 points
of nonlethal damage.
Creatures
that
are
unusually stable receive
their stability bonuses as
a bonus to the saving throw;
similarly, creatures with more
192
than two legs gain a +4 bonus to the saving throw of
this power.
Augment: For every additional power point you
spend, this power’s nonlethal damage increases by 1d4
points.
Strength of my Enemy
Psychometabolism
Level: Psychic Warrior 2
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 3
You gain the ability to siphon away your enemy’s
strength for your own use. One of your natural or
manufactured weapons becomes the instrument of
your desire, and deals 1 point of Strength damage on
each successful hit. You gain that point of Strength
as an enhancement bonus to your Strength score.
Strength you siphon from different foes is tracked
separately—the total siphoned from each individual
foe is considered a separate enhancement bonus to
your Strength (maximum +4), and you gain only the
highest total.
Augment: You can augment this power in one or both
of the following ways:
1. For every 3 additional power points you spend,
the maximum enhancement bonus you can add to
your Strength increases by 2. The highest maximum
enhancement bonus, even with augmentation, that you
can gain is +10.
2. If you spend 6 additional power points, you can
manifest this power as a swift action.
Strength Leech
Psychometabolism
Level: Psion/Wilder 1
Display: Visual
Manifesting Time: 1 standard
action
Range: Close (25 feet + 5 feet/2
levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Power Resistance: Yes
Power Points: 1
As the ray of
enfeeblement spell,
except as noted
here.
Augment:
For
every 6 extra power
points you spend,
you may target one
additional creature
with a second ray;
all targets must be
within 15 feet of all
other targets.
Suggestion, Psionic-Synesthete ▪ POWERS
Suggestion, Psionic
Telepathy (Compulsion) [Mind-Affecting, LanguageDependent]
Level: Telepath 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
As the suggestion spell, except as noted here.
Augment: For every 2 additional power points you
spend, this power can affect an additional target. Any
additional target cannot be more than 15 feet from
another target of the power.
Power Points: 9
As the minor synaptic shock power, except as noted
here.
The initial damage dealt by the shock is 10d4
damage. The secondary damage effect now deals 1d6
nonlethal each round, and a failed save at the end kills
the creature. The secondary portion of this power is a
death effect.
Synaptic Shock
Psychokinesis (Preternatural) [Electricity]
Level: Psion/Wilder 5
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see text
Power Resistance: Yes
Synesthete
Psychometabolism
Level: Psion/Wilder 1, Psychic Warrior 1, Swamp
Lord 1
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Power Points: 1
Synaptic Shock, Mass
Psychokinesis (Preternatural) [Electricity]
Level: Psion/Wilder 9
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: All creatures in a 20-foot radius burst
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see text
Sustenance
Power Resistance: Yes
Psychometabolism
Power Points: 9
Level: Mist Wanderer 2, Psion/Wilder 2, Psychic As the synaptic shock power, except as noted here.
Warrior 2, Swamp Lord 2
Display: Material
Synaptic Shock, Minor
Manifesting Time: 1 standard action
Psychokinesis (Preternatural) [Electricity]
Range: Personal
Level: Psion/Wilder 3
Target: You
Display: Material
Duration: Instantaneous
Manifesting Time: 1 standard action
Power Points: 3
Range: Close (25 feet + 5 feet/2 levels)
You can go without food and water for one day. Each Target: One creature
time you manifest this power, your body manufactures Duration: Instantaneous; see text
sufficient solid and liquid nourishment to satisfy your Saving Throw: Fortitude partial; see text
needs for that time.
Power Resistance: Yes
Power Points: 5
Swarm of Crystals
The affected creature’s nervous system is loaded with
Metacreativity (Creation)
a surcharge of electricity, causing its muscles to twitch
Level: Psion/Wilder 2, Swamp Lord 2
uncontrollably dealing the target 5d4 points of damage;
Display: Material
a successful Fortitude save halves this damage. If the
Manifesting Time: 1 standard action
creature is holding anything at the time it is struck, it
Range: 15 feet
must make a Reflex save for each held item or drop it.
Area: Cone-shaped spread
If the creature fails the initial Fortitude save
Duration: Instantaneous
then for the next 1d4 rounds, the creature continues to
Saving Throw: None
take 1d4 nonlethal damage each round. At the end of
Power Resistance: No
this period, the creature must make another Fortitude
Power Points: 3
save (DC 10 + the total unhealed nonlethal damage
Thousands of tiny crystal shards spray forth in an dealt by this power) or fall unconscious for 2d2
arc from your hand. These razor-like crystals slice rounds.
everything in their path. Anyone caught in the cone
The power has no effect on constructs, oozes,
takes 3d4 points of slashing damage.
plants, outsiders, or undead. The duration of the
Augment: For every additional power point you secondary effect of this power cannot be affected by
spend, this power’s damage increases by 1d4 points feats or other abilities that tamper with the effects of
(maximum 10d4).
powers.
193
POWERS ▪ Telekinetic Force-Telekinetic Thrust
You receive one kind of sensory input when a different
sense is stimulated. In particular, you can either feel
light or feel sound. You can shift your stimulated sense
between these two options once per round as a swift
action. Your senses continue to work normally as well,
unless they are impaired for some reason.
Your face must be uncovered to use this
power, because it is the skin of your face that acts as
the sensory receiver.
If you are feeling light by absorbing ambient
light onto your skin, you have your normal visual
abilities (except for darkvision), even if your eyes are
closed or you are blinded. If your eyes are working
normally, you gain a +4 circumstance bonus on all
Spot and Search checks. While feeling light, you are
immune to gaze attacks if your eyes are closed (or you
are blind).
If you are feeling sound by absorbing sound
onto your skin and your ears are working normally,
the expanded audio input provides you with a +4
circumstance bonus on Listen checks.
Psionic or magical displacement effects,
invisibility effects, illusions, and other similar effects
confuse your synesthete senses just as they would your
normal senses.
You can also use this power to see sound if
you are deafened, or hear light if you are blinded, thus
removing all penalties associated with either condition
(though you gain no bonuses for using the power in this
way if you are not deafened or blinded).
Telekinetic Force
Psychokinesis [Force]
Level: Psion/Wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target: One object at a time
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates (object); see text
Power Resistance: Yes (object)
Power Points: 5
You move an object by concentrating your mind upon
its current location and then the location you desire,
creating a sustained force. You can move an object
weighing no more than 250 pounds up to 20 feet per
round. A creature can negate the effect on an object it
possesses with a successful Will save or with power
resistance. The weight can be moved across the ground
or through the air. This power ends if the object is
forced out of range. If you cease concentration, the
object falls or stops.
You can drop a weight and pick up another
during the power’s duration, as long as you don’t stop
concentrating on maintaining the power. An object can
be telekinetically manipulated as if you were moving it
with one hand.
If you spend at least 5 rounds concentrating on
an unattended object, you can attempt to break or burst
it as if making a Strength check, except that you apply
your key ability modifier to the check instead of your
Strength modifier.
194
Augment: For every additional power point you spend,
the weight limit of the target increases by 25 pounds.
Telekinetic Maneuver
Psychokinesis [Force]
Level: Psion/Wilder 4, Swamp Lord 4
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 7
You can affect a foe by concentrating your mind upon
its current status and the status you desire, once per
round. You can perform a bull rush, a disarm, a grapple
(including a pin), or a trip. Resolve these attempts
as normal, except that they don’t provoke attacks of
opportunity; you use your manifester level in place
of your base attack bonus (for disarm and grapple
attempts), you use your Intelligence modifier in place
of your Strength modifier or Dexterity modifier, and
a failed attempt doesn’t allow a reactive attempt by
the target (such as normally allowed on disarm or trip
attempts). No save is allowed against these attempts,
but power resistance applies normally.
Telekinetic Sphere, Psionic
Psychokinesis [Force]
Level: Kineticist 8
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Effect: 1-foot-diameter/level sphere, centered around
creatures or objects
Duration: 1 minute/level (D)
Saving Throw: Reflex negates (object)
Power Resistance: Yes (object)
Power Points: 15
As the telekinetic sphere spell, except as noted here.
Telekinetic Thrust
Psychokinesis
Level: Psion/Wilder 3, Swamp Lord 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target or Targets: One or more objects or creatures
with a total weight of 250 lbs. or less
Duration: Instantaneous
Saving Throw: Will negates or Will negates (object);
see text
Power Resistance: Yes or Yes (object); see text
Power Points: 5
You can affect one or more objects or creatures by
concentrating your mind upon, sending them in a
deadly hail at your foes—or simply by hurling your foe!
You can hurl one object or creature per manifester level
(maximum fifteen separate targets), as long as all are
within the power’s range and each is no more than 10
feet away from another one. Each object or creature can
be hurled a maximum distance of 10 feet per level.
Telempathic Projection-Thicken Skin ▪ POWERS
You must succeed on ranged attack rolls (one
per creature or object thrown) to hit the target of the
hurled items with the items, applying your Intelligence
modifier to the attack roll instead of your Dexterity
modifier. Hurled weapons deal their standard damage
(your Strength bonus does not apply; arrows or bolts
deal damage as daggers of one size smaller than a
dagger their size when used in this manner). Other
objects deal damage ranging from 1 point per 25
pounds of weight (for less dangerous objects such as
an empty barrel) to 1d6 points per 25 pounds of weight
(for hard, dense objects such as a boulder). You cannot
deal more damage than 1d6 points of damage per
power point spent manifesting this power, regardless of
the size and type of object.
Creatures are allowed Will saves (and power
resistance) to negate the effect, as are those whose held
possessions are targeted by this power.
If you use this power to hurl a creature against
a solid surface, it takes damage as if it had fallen 10 feet
(1d6 points).
Augment: For every additional power point you spend,
the weight limit of the target or targets increases by 25
pounds.
Telempathic Projection
Telepathy (Charm) [Mind-Affecting]
Level: Mist Wanderer 1, Psion/Wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You alter the subject’s mood, adjusting its attitude
toward you by one step in a positive direction. For
instance, an unfriendly creature can be made indifferent,
or a hostile creature unfriendly. You can grant a +4
bonus on your own (or others’) Bluff, Diplomacy,
Intimidate, Perform, or Sense Motive checks involving
the affected creature.
Teleportation Circle, Psionic
Psychoportation (Teleportation)
Level: Nomad 9
Display: Mental
Manifesting Time: 10 minutes
Range: 0 feet
Effect: 5-foot-radius circle that teleports those who
activate it
Duration: 10 minutes/level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 17
As the teleportation circle spell, except as noted here.
Teleport Trigger
Psychoportation (Teleportation)
Level: Nomad 5
Display: Material
Manifesting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 9
You specify a situation that triggers your automatic
manifestation of a psionic teleport, taking you to a
predetermined location. You must know the psionic
teleport power and have sufficient power points to
manifest it when the specified situation occurs.
The teleport trigger goes off on the initiative
count immediately after the specified situation occurs,
even if you are flat-footed or you have already taken
your turn in the current round. The specified situation
can be described in general terms or specific terms.
Refer to psionic contingency for details of the types of
conditions that will cause this power to fail.
Temporal Acceleration
Psychoportation
Level: Psion/Wilder 9
Display: None
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1d4+1 rounds (apparent time); see text
Power Points: 11
As the time stop spell, except as noted here.
Teleport, Psionic
Psychoportation (Teleportation)
Level: Nomad 5
Thicken Skin
Display: Visual
Psychometabolism
Manifesting Time: 1 standard action
Level: Egoist 1, Psychic Warrior 1, Rhi’zen 1
Range: Personal and touch
Target or Targets: You and touched objects or other Display: Material and olfactory
Manifesting Time: 1 standard action
touched willing creatures
Range: Personal
Duration: Instantaneous
Target: You
Saving Throw: None or Will negates (object)
Duration: 10 minutes/level
Power Resistance: No or Yes (object)
Power Points: 1
Power Points: 9
Your skin or natural armor thickens and spreads across
As the teleport spell, except as noted here.
your body, providing a +1 enhancement bonus to your
Natural Armor bonus to Armor Class.
Teleport, Greater, Psionic
Augment: You can augment this power in one or both
Psychoportation (Teleportation)
of the following ways:
Level: Nomad 8
1. For every 3 additional power points you spend, the
Power Points: 15
enhancement bonus increases by 1 (maximum +5).
As the greater teleport spell, except as noted here.
195
POWERS ▪ Thought Fortress-Time Regression
2. If you spend 6 additional power points, you can the subject seems to disappear in a shimmer of silver
manifest this power as a swift action.
energy, then reappear after the duration of this power
expires. The subject reappears in exactly the same
Thought Fortress
orientation and condition as before. From the subject’s
Telepathy [Mind-Affecting]
point of view, no time has passed at all.
Level: Psion/Wilder 6, Psychic Warrior 6, Swamp
In each round of the power’s duration, on
Lord 7
what would have been the subject’s turn, it can attempt
Display: Auditory
a DC 15 Wisdom check. Success allows the subject to
Manifesting Time: 1 standard action
return. The subject can act normally on its next turn
Target: Caster + 3 other creatures, all targets must be after this power ends.
within 30 feet of each other.
If the space from which the subject departed is
Duration: 1 round / level
occupied upon his return to the time stream, he appears
Saving Throw: Will negates (harmless)
in the closest unoccupied space, still in his original
Power Resistance: No
orientation. Determine the closest space randomly if
Power Points: 11 (Psion, Psychic Warrior, Wilder), 13 necessary.
(Swamp Lord)
Augment: You can augment this power in one or both
You fortify your mind, and that of your allies against of the following ways:
intrusion and meddling. You and all affected creatures 1. For every 2 additional power points you spend, you
gain power resistance 15 against all mind-affecting can affect a creature of one size category larger, or
powers.
double the weight of an object to be affected.
Augment: This power can be augmented in one or 2. For every 2 additional power points you spend, this
more of the following means:
power can affect an additional target. Any additional
1. You can manifest this power as an immediate action target cannot be more than 15 feet from another target
by spending an additional 6 power points.
of the power. If the additional creatures are larger than
2. For each additional power point you spend, you may medium size (or the objects are more than 300 pounds)
target one additional creature.
then you must pay the first augmentation separately for
3. For each additional power point you spend, increase each creature or object.
the power resistance granted by 1 point.
Time Hop, Mass
Thought Shield
Psychoportation
Telepathy [Mind-Affecting]
Level: Nomad 8
Level: Psion/Wilder 2, Psychic Warrior 2, Swamp Display: Auditory and visual
Lord 2
Manifesting Time: 1 standard action
Display: Auditory
Range: Close (25 feet + 5 feet/2 levels)
Manifesting Time: 1 immediate action
Targets: All willing creatures in range
Range: Personal
Duration: Up to 1 hour/level; see text
Target: You
Power Points: 15
Duration: 1 round
As time hop, except you can affect any number of
Power Points: 3
willing subjects in range, including yourself. You can
You fortify your mind against intrusions, gaining power choose which creatures are affected by the power. The
resistance 13 against all mind-affecting powers.
subjects hop forward in time a number of hours equal
You can manifest this power instantly, quickly enough to your manifester level, or some shorter number of
to gain its benefits in an emergency. You can use this hours; you decide how many hours the mass time hop
power even when it’s not your turn.
lasts when you manifest the power.
Augment: For every additional power point you spend, Augment: If you spend 6 additional power points, you
this power’s duration increases by 1 round, and the can manifest this power as an immediate action.
power resistance it provides increases by 1 point.
Time Regression
Time Hop
Psychoportation
Psychoportation
Level: Nomad 9
Level: Psion/Wilder 3
Display: None
Display: Auditory and visual
Manifesting Time: 1 standard action
Manifesting Time: 1 standard action
Range: Personal
Range: Close (25 feet + 5 feet/2 levels)
Target: You
Targets: One Medium or smaller creature, or one Duration: Instantaneous
object weighing 300 lbs. or less
Power Points: 17, XP
Duration: 1 round/level; see text
You can regress apparent time 1 round into the past.
Saving Throw: Will negates
In effect, you “replay” the previous round of activity.
Power Resistance: Yes
The power regresses time to the point along the time
Power Points: 5
stream just prior to your previous turn, undoing the
The subject of the power hops forward in time 1 effects of everyone else’s actions in the meantime.
round for every manifester level you have. In effect, Once you have used time regression, only you retain
196
Timeless Body-Touchsight, Greater ▪ POWERS
can make a ranged touch attack to strike the creature.
If you succeed, direct contact with the vortex deals 8d6
points of damage to the creature (no save).
Regardless of whether your ranged touch
attack hits (and even if you forgo the attack), all
creatures in the area (including the one possibly
damaged by direct contact) are picked up and violently
dashed about, dealing 17d6 points of damage to each
one. Creatures that make a successful Reflex save take
half damage.
After being dashed about, each creature that
was affected finds itself situated in a new space 1d4
x 10 feet away from its original space in a random
Timeless Body
direction. Walls and other barriers can restrict this
Psychoportation
relocation; in such a case, the creature ends up adjacent
Level: Psion/Wilder 9
to the barrier.
Display: Material
Augment: For every additional power point you spend,
Manifesting Time: 1 standard action
this power’s area damage (not the damage from direct
Range: Personal
contact dealt to a specific creature) increases by 1d6
Target: You
points (to a maximum of 24d6 points). For each extra
Duration: 1 round
2d6 points of damage, this power’s save DC increases
Power Points: 17
Your body ignores all harmful (and helpful) effects, by 1.
beginning when you finish manifesting this power and
ending at the end of your next turn. While timeless body is Touchsight
in effect, you are invulnerable to all attacks and powers. Psychometabolism
Level: Psion/Wilder 3, Swamp Lord 3
This power cannot be quickened.
Display: Visual
Manifesting Time: 1 standard action
Tongues, Psionic
Range: Personal; see text
Telepathy [Mind-Affecting]
Target: You
Level: Psion/Wilder 2
Duration: 1 minute/level (D)
Display: None
Power Points: 5
Manifesting Time: 1 standard action
You generate a subtle telekinetic field of mental
Range: Personal
contact, allowing you to “feel” your surroundings even
Target: You
in total darkness or when your sight would otherwise
Duration: 10 minutes/level
be obscured by your physical environment. You gain
Power Points: 3
As the tongues spell, except as noted here. This power blindsense with a range of 60 feet. This means that you
does not enable you to speak with creatures immune to are aware of all creatures within 60 feet to whom you
have line of effect; however, all such creatures have
mind-affecting powers.
total concealment against you,
unless you have other means
Tornado Blast
of seeing them.
Psychokinesis
Augment: For every 2 additional
Level: Kineticist 9
power points you spend, the radius of
Display: Auditory and visual; see
your touchsight field increases by 10 feet.
text
Manifesting Time: 1 round
Touchsight, Greater
Range: Long (400 feet + 40
Psychometabolism
feet/level)
Level: Psion/Wilder 8
Area: 40-foot-radius spread
Display: Visual
Duration: Instantaneous
Manifesting Time: 1 standard
Saving Throw: Reflex half;
action
see text
Range: Personal; see text
Power Resistance: No
Target: You
Power Points: 17
Duration: 1 round/level (D)
You induce the formation of
Power Points: 15
a slender vortex of fiercely
You generate a subtle telekinetic
swirling air. When you
field of mental contact, allowing
manifest it, a vortex of air
you to “feel” your surroundings
visibly and audibly snakes out
even in total darkness or when your
from your outstretched hand.
sight would otherwise be obscured
If you want to aim the
by your physical environment. You
vortex at a specific creature, you
knowledge of what happened during the round that is
being replayed; however, you can communicate that
knowledge verbally to your companions, if desired.
During the round that you live through a second time,
you can act on knowledge you previously gained by
already living through the immediate future. In all
likelihood, you’ll probably not choose to manifest time
regression during your second pass through the time
stream, instead taking completely new actions, but you
pay the XP cost all the same.
XP Cost: 1,000 XP.
197
POWERS ▪ Tower of Iron Will-Truevenom Weapon
gain blindsight with a range of 120 feet. You ignore
invisibility, darkness, and concealment, though you must
have line of effect to a creature or an object to discern it.
You do not need to make Spot or Listen checks to notice
creatures; you can detect and pinpoint all creatures
within 120 feet. In many circumstances, comparing
your regular senses to what you learn with greater
touchsight is enough to tell you the difference between
visible, invisible, hiding, and concealed creatures.
Augment: For every 2 additional power points you
spend, the radius of your greater touchsight field
increases by 10 feet.
Tower of Iron Will
Telepathy [Mind-Affecting]
Level: Psion/Wilder 5, Swamp Lord 5
Display: Auditory
Manifesting Time: 1 immediate action
Range: 10 feet
Area: 10-foot-radius emanation centered on you
Duration: 1 round
Saving Throw: None (harmless)
Power Resistance: Yes (harmless)
Power Points: 9
You generate a bastion of thought so strong that it
offers protection to you and everyone around you,
improving the self-control of all. You and all creatures
in the power’s area gain power resistance 19 against all
mind-affecting powers.
Once established, this emanation does not move with
the manifester.
You can manifest this power instantly, quickly enough
to gain its benefits in an emergency. You can use this
power even when it’s not your turn.
Augment: For every additional power point you spend,
this power’s duration increases by 1 round and the
power resistance it provides increases by 1 point.
198
Trace Teleport
Clairsentience
Level: Psion/Wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Area: Spread with a radius of 25 feet + 5 feet/2 levels,
centered on you
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7
As detect teleportation, except you can trace the
destination of any psionic or magical teleportation made
by others within this power’s area within the last minute.
You know the direction and distance the
individuals traveled and could teleport to the location
yourself if you so desired (and if you know the psionic
teleport power), as if you had “casually seen” the
location. This power does not grant you any information
on the conditions at the other end of the trace beyond
the mental coordinates of the location.
Augment: If you spend 2 additional power points,
this power’s range increases to Medium (100 feet + 10
feet/level).
True Metabolism
Psychometabolism (Healing)
Level: Psion/Wilder 8
Display: Material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 15
You are difficult to kill while this power persists. You
automatically heal damage at the rate of 10 hit points
per round.
This power is not effective against damage
from starvation, thirst, or suffocation. Also, attack
forms that don’t deal hit point damage (for example,
most poisons) ignore true metabolism. You can also
use this power to regrow lost portions of your body
and to reattach severed limbs or body parts, if you do
nothing but concentrate on regrowing the lost body part
or reattaching the severed limb for the duration of the
power. You do not gain the benefits described earlier
when you manifest true metabolism for this purpose.
You must have a Constitution score to gain any of this
power’s benefits.
True Seeing, Psionic
Clairsentience
Level: Psion/Wilder 5, Swamp Lord 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 9
As the true seeing power, except as noted here.
Truevenom
Psychometabolism
Level: Psychic Warrior 4
Display: Material; see text
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: None and Fortitude negates; see text
Power Points: 7
If you have a claw attack (either from an actual natural
weapon or from an effect such as claws of the beast),
you can use this power to produce a horrible poison
that coats one of your claws. On your next successful
melee attack with the claw during the power’s duration,
the poison deals 1d8 points of Constitution damage
immediately and another 1d8 points of Constitution
damage 1 minute later. The target of your attack can
negate each instance of damage with a Fortitude save.
Truevenom Weapon
Psychometabolism (Creation)
Level: Psychic Warrior 4
Range: Touch
Target: Weapon touched
Power Points: 7
Ubiquitous Vision-Wall of Ectoplasm ▪ POWERS
Vigor
Psychometabolism
Level: Mist Wanderer 1, Psion/Wilder 1, Psychic
Warrior 1, Rhi’zen 1, Adept of Shadows 1
Display: Material and olfactory
Manifesting Time: 1 standard action
Ubiquitous Vision
Range: Personal
Clairsentience
Level: Mist Wanderer 3, Psion/Wilder 3, Psychic Target: You
Duration: 1 minute/level
Warrior 3, Swamp Lord 3, Adept of Shadows 3
Power Points: 1
Display: Visual
You suffuse yourself with power, gaining 3 temporary
Manifesting Time: 1 standard action
hit points. Using this power again when an earlier
Range: Personal
manifestation has not expired merely replaces the older
Target: You
temporary hit points (if any remain) with the newer ones.
Duration: 10 minutes/level (D)
Augment: For every additional power point you spend,
Power Points: 5
You have metaphoric “eyes in the back of your head,” the number of temporary hit points you gain increases
and on the sides and top as well, granting you benefits by 3 (maximum 30).
in specific situations. In effect, you have a 360degree sphere of sight, allowing you a perfect view of Wall of Ectoplasm
creatures that might otherwise flank you. Thus, you Metacreativity (Creation)
cannot be flanked; this denies flanking opponents the Level: Psion/Wilder 4, Swamp Lord 4
bonus to attack rolls, and creatures from using sneak Display: Visual
attack or other similar attacks against you (although Manifesting Time: 1 standard action
you may still be subject to sneak attack and similar Range: Close (25 feet + 5 feet/2 levels)
if you are caught flat-footed). Your Spot and Search Effect: Wall whose area is up to one 10-foot square/
checks gain a +4 enhancement bonus. Concurrently, level or a sphere or hemisphere with a radius of up to
you take a –4 penalty on saves against all gaze attacks 1 foot/level
Duration: 1 minute/level (D)
during the power’s duration.
Saving Throw: None
Power Resistance: No
Ultrablast
Power Points: 7
Telepathy [Mind-Affecting]
You fashion a roiling wall of ectoplasm, imbuing it with
Level: Psion/Wilder 7, Swamp Lord 7
solidity. The wall cannot move once it is formed. It is
Display: Auditory; see text
1 inch thick per four manifester levels and occupies up
Manifesting Time: 1 standard action
to one 10-foot square per level. Each 10-foot square
Range: 15 feet
of the wall has 10 hit points per inch of thickness and
Area: 15-foot-radius spread centered on you
hardness 5. A section of the wall whose hit points drop
Duration: Instantaneous
to 0 is breached. If a creature tries to break through the
Saving Throw: Will half
wall, the DC for the Strength check is 15 + 2 per inch
Power Resistance: Yes
of thickness.
Power Points: 13
The wall of ectoplasm is susceptible to dispel
You “grumble” psychically (which both psionic and
nonpsionic creatures can detect), then release a horrid psionics, but it gains a +4 bonus on any check to
shriek from your subconscious that disrupts the brains determine whether the wall is negated. Spells, powers,
of all enemies in the power’s area, dealing 13d6 points and breath weapons cannot pass through the wall
in either direction (though they could damage it). It
of damage to each enemy.
Augment: For every additional power point you spend, blocks ethereal creatures as well as material creatures
(though ethereal creatures can usually get around the
this power’s damage increases by 1d6 points.
wall by floating under or over it through material floors
and ceilings). The wall is opaque, so neither vision
Vampiric Blade
nor gaze attacks operate through it. The wall does not
Psychometabolism
block psychoportive travel, such as that provided by
Level: Psychic Warrior 3
the psionic teleport power.
Display: Material and visual
You can form the wall into a flat, vertical
Manifesting Time: 1 standard action
plane whose area is up to one 10-foot square per level
Range: 0 feet
or into a sphere or hemisphere with a radius of up to 1
Target: One weapon you hold
foot per level.
Duration: 1 round/level
The wall of ectoplasm must be continuous and
Power Points: 5
As claws of the vampire, except your weapon is unbroken when manifested. If its surface is interrupted
affected as long as it remains in your grip or until this by any object or creature, the power fails.
power’s duration expires.
As truevenom, except your weapon gains the poison
coating as long as it remains in your grip, until the
effect is discharged, or until the duration expires,
whichever occurs first.
199
POWERS ▪ Wall of Energy-Weapon of Energy
Wall of Entropy
Metacreativity (Preternatural) [Entropy]
Level: Shaper 8, Psion/Wilder 10
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Wall whose area is up to one 10-foot square /
level
Duration: 1 round / level
Saving Throw: None or Reflex negates (see text)
Power Resistance: No
Power Points: 15 (Shaper), 21 (Psion/Wilder)
You create an immobile wall of roiling entropy. This
wall is opaque, and is unaffected by all non-preternatural
psionic powers.
Most matter and energy cannot move through
the wall; it blocks breath weapons and spells. Creatures
may move through the barrier; however, doing so is
dangerous and difficult. A creature that wishes to move
through the wall must make a Strength check DC 20 +
the manifester’s Intelligence modifier. Success indicates
they reach the opposite side of the wall.
Any creature that moves through the wall,
attempts to move through the wall or merely touches
the wall suffers 15d4 entropy damage. There is no save
offered against this damage.
The manifester can form the wall into a flat,
vertical plane whose area is up to one 10-foot square per
level (the wall is less than one inch thick). The wall must
be continuous and unbroken when formed. If its surface
is broken by any object or creature, the offending object
or creature suffers 5d4 entropy damage (Reflex save for
negates) and is ejected out of the wall. The manifester
chooses the side in the case of an ejected object, while
a creature may choose for themselves which side they
wish.
2. For every two additional power points spent
manifesting this power, the DC is increased by +1.
3. If you spend four additional power points while
manifesting this power, then the wall of shards provides
cover (+4 bonus to AC, +2 bonus on Reflex saves)
against attacks made through it.
4. If you spend six additional power points while
manifesting this power, then the wall of shards can be
up to 20 feet long/level, or a ring with a radius of up to
5 feet/2 levels; either form 20 feet high.
Wall Walker
Psychoportation
Level: Mist Wanderer 2, Psychic Warrior 2, Adept of
Shadows 2
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Wall of Shards
Target: You
Metacreativity (Creation)
Duration: 1 minute/level
Level: Shaper 4
Power Points: 3
Display: Auditory and Visual
You can walk on vertical surfaces or even traverse
Manifesting Time: 1 standard action
ceilings (you need not make Climb checks to traverse
Range: Medium (100 feet + 10 feet/level)
these surfaces). Because of the need to keep at least one
Effect: Wall of shards 10-feet-long/level or a ringed foot in contact with the wall or ceiling at all times, you
wall of shards with a radius of up to 5 feet per four cannot jump or use the run action, and you can move at
levels; either form 10 feet tall.
only half speed.
Duration: 1 round/level
You retain your Dexterity bonus to Armor
Saving Throw: Reflex half or Reflex negates (see text) Class, if any, and opponents gain no special bonuses
Power Resistance: Yes
against you.
Power Points: 7
You form an immobile wall of ectoplasmic crystals that Weapon of Energy
whirl and spin in place. Any creature passing through Psychokinesis [see text]
the wall takes 7d6 points of damage, with a Reflex save Level: Psychic Warrior 4
for half damage.
Display: Visual
If you create the wall so that it appears where Range: Touch
creatures are, each creature takes damage as if passing Target: Weapon touched
through the wall. Each such creature can avoid the wall Duration: 1 round/level
(ending up on a side of its choice) and thus take no Saving Throw: Fortitude negates (object, harmless)
damage by making a successful Reflex save.
Power Resistance: None
Augment: This power can be augmented in one or more Power Points: 7
of the following means:
As claw of energy, except this power can be manifested
1. For every additional power point spent manifesting on a touched weapon. This power’s subtype is the same
this power, the damage inflicted is increased by +1d6.
as the type of energy infused in the touched weapon.
200
Mundane Equipment ▪ EQUIPMENT
Chapter Seven: Equipment
Presented below is a small collection of mundane
equipment and biotechnology equipment used by the
Voiceless Ones. This is followed by the various psionic
items that exist.
In Living Arcanis, PCs may freely purchase
an Artisan’s Workshop through the Land Office. PCs
may not purchase Biotechnology Equipment without
campaign documentation; however, PCs may purchase
any of the Psionic Items at a marketplace.
Materials
Mundane Equipment
Soft-Flesh Craft
Artisan’s Workshop
This is a space dedicated to a specific craft, containing
the tools and work-space necessary to create items
using the selected skill. The workshops come in three
size ranges, each granting a different benefit. However,
larger workshops require the presence of assistants to
be able to gain any benefits from them.
A small artisan’s workshop is between 1,000
and 2,000 square feet. When the artisan is using the
associated craft skill within a dedicated workshop, she
receives a +4 bonus to the check. If she is aided by at
least one assistant, she receives a further +1 bonus to
the check. A small artisan’s workshop costs 5,000 gp to
build and stock.
A medium artisan’s workshop is between
2,000 and 4,000 square feet. When the artisan is using
the associated craft skill within a dedicated workshop,
she receives a +6 bonus to the check. If she is aided by
at least two assistants, she receives an additional +4
bonus to the check. A medium artisan’s workshop costs
10,000 gp to build and stock.
A large artisan’s workshop is between 4,000
and 10,000 square feet. When the artisan is using the
associated craft skill within a dedicated workshop, she
receives a +10 bonus to the check. If she is aided by
at least five assistants, she receives an additional +10
bonus to the check. A large artisan’s workshop costs
50,000 gp to build and stock.
Biotechnology Equipment
The Voiceless Ones have attained a mastery of fleshcrafting, a technology that is limited to a small selection
of races upon Onara. While the Ssethregorans have
also mastered the technologies necessary to undertake
fleshcrafting, the two cultures have approached the
technique from a different point of view, giving two
very different results. Below is a small sampling of
the flesh-crafted technology that is available to the
Voiceless Ones.
There are three commonly used flesh-craft materials.
There are soft-flesh craft materials (roughly akin to
leather), tough-flesh craft materials (roughly equivalent
to wood), and hardened-flesh craft materials (similar
to stone or metal). Each of these three materials
have different properties but they share one common
property: any item made from flesh-craft materials
weighs half of what the item would normally weigh.
Soft-flesh craft materials have a hardness of 0, and 2 hit
points per inch of thickness. However, these materials
also heal damage over time, regaining one hit point
each hour.
Items made from soft-flesh craft materials
cost 200 gp extra.
Tough-Flesh Craft
Tough-flesh craft materials have a hardness of 5 and
10 hit points per inch of thickness. However, these
materials also heal damage over time, albeit more
slowly than soft-flesh craft materials; tough-flesh craft
materials regain one hit point every two hours.
Items made from tough-flesh craft materials
cost 400 gp extra.
Hardened-Flesh Craft
Hardened-flesh craft materials have a hardness of 8
and 15 hit points per inch of thickness. However, these
materials also heal damage over time, albeit more
slowly than tough-flesh craft materials; hardened-flesh
craft materials regain one hit point every eight hours.
Items made from hardened-flesh craft materials cost
800 gp extra.
Food Factories
Massive breeding ‘vats’ grow substantial quantities of
flesh upon which the Voiceless Ones feed. Similarly,
vast algae and fungal farms exist to feed the other
creatures that live within the cities of the Voiceless
Ones, either as citizens or as slaves, depending on their
status within the Silence.
The vats that grow the flesh, the algal farms,
and the fungal farms are all a result of the flesh-crafting
expertise of the Voiceless Ones, and while portable,
they are usually not grown in such a fashion that they
can be moved.
Brain Networks
Most brains that are returned to the cities of the
Voiceless Ones are consumed as the delicacy that they
Below are the most commonly found items that are; however, there are some brains that for whatever
reasons are undesirable for consumption. These brains
permeate the cities of the Voiceless Ones.
are not discarded, but rather they are encased in thick
glass cylinders that are filled with special mineral salts
and oils. Over a period of a few weeks, the brains
Common Items
201
EQUIPMENT ▪ Weapons and Armor
become preserved and start to crystallize. As the brains
crystallize, the combination of mineral oils, salts,
and the pervasive preternatural psionic energies that
course through the cities of the Voiceless Ones corrupt
the preserved brains, awakening them into a crude
approximation of life. These brains develop the means
to act as telepathic relays; a well-spaced network of
these preserved brains allows for nearly instantaneous,
silent communication between all Voiceless Ones
within any given city.
As the brains age, the range at which they can
intercept and broadcast telepathic signals increases.
For each year (or portion therein) that a brain has been
preserved and awakened, it can communicate within
a 50-foot range. The maximum range of these brains
is 250 feet. Despite their ability to communicate,
the extend of the cognitive ability of these brains is
to simply relay any telepathic communication to all
creatures within its range.
As a side quirk, it is widely believed that
these brains can only communicate with creatures that
have the entropic subtype. While this is not confirmed,
sufficient rumors exist to lend the speculation some
significant weight amongst scholars outside the
demesne of the Voiceless Ones.
Weapons and Armor
Carapace armor is an exotic armor. If the
wearer is non-proficient, then the base armor bonus
drops to +6, the maximum Dexterity bonus drops to +1,
and the armor check penalty increases to –7. Carapace
armor is crafted from heavy flesh-craft material, and
thus gains the benefits associated with that material;
it also means that carapace armor may not be crafted
from a special material.
Carapace Armor, Powered
This is a heavier, psionically-powered version of the
normal carapace armor. Physically the armor is nearly
identical to standard carapace armor, save that it has
heavier plating across the torso area.
When carapace armor is worn by a creature
without a power point reserve, treat the wearer as
non-proficient (even if they have the exotic armor
proficiency).
Powered carapace armor is an exotic armor.
If the wearer is non-proficient, then the base armor
bonus drops to +7, the maximum Dexterity bonus
drops to +1, the armor check penalty increases to –6,
and the armor reduces the wearer’s speed by one third.
Powered carapace armor is crafted from heavy fleshcraft material, and thus gains the benefits associated
with that material; it also means that powered carapace
armor may not be crafted from a special material.
While the Voiceless Ones as a race are capable
psionicists, there are those amongst them, as in any Scorpion Harness
society, that find comfort in the cold, hard edge of a A scorpion harness is a type of living armor and
blade over the mystical mental practices that create a weapon created and used primarily by the Voiceless
psionic effect.
Ones. It is a chitinous shell with twelve legs; six legs
are used for locomotion, and the other six wrap around
Carapace Armor
the torso of the wearer holding the device in place. The
This armor is made from heavy shell-like plates that harness also has a long segmented tail with a stinger at
cover the torso, arms, legs and head of the wearer. The the end. The tail can arc up over the wearer’s head or
plates are connected by leathery tendons, allowing for reach up to five feet behind or to either side.
some freedom of movement.
Flesh-craft Armor
Armor Maximum
Bonus Dex Bonus
Exotic Armor
Cost
Heavy Armors
Carapace Armor 3,000 gp +8 (+6)
Powered
6,000 gp +10 (+7)
Carapace Armor
Scorpion Harness 10,000 gp +10 (+7)
Armor
Check
Penalty
+2 (+1)
+2 (+1)
-5 (-7)
-3 (-6)
30%
30%
+4 (+2)
-3 (-10)
20%
Values in ( )’s indicate bonuses provided to non-proficient users.
Flesh-craft Weapons
Speed
Arcane Spell
Failure Chance (30 ft.) (20 ft.) Weight
20 ft. 15 ft. 50 lb.
30 ft. 20 ft. 65 lb.
(20 ft.) (15 ft.)
50 ft. 50 ft. 175 lb.
(20 ft.) (15 ft.)
Range
Natural Weapons
Cost Dmg (S) Dmg (M) Critical
Increment
Weight
Type
Primary Natural Weapons
Scorpion Harness: Claws
0 gp 1
1d4
1d6
20/x2
0 lb. 2
Slashing
Secondary Natural Weapons
Scorpion Harness: Stinger
0 gp 1
1d4
1d6
20/x2
0 lb. 2
Piercing
1 A Scorpion Harness, when purchased, includes both the weapon and armor components for a single
purchase price.
2 The weight of the weapon component is included in the weight of the armor.
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Psionic Items ▪ EQUIPMENT
A scorpion harness grants the wearer many
benefits. If the wearer is not proficient, or has no power
point reserve, then the harness does not function nearly
as well. The following, except where noted, assumes a
proficient wearer with a power point reserve.
The wearer gains the ability to use the six longer
legs that touch the ground as a means of locomotion,
granting the 50-foot movement of the armor. The
harness has a Strength of 21 (+5 Strength modifier);
this Strength score is used to resist movement related
attacks, such as bull-rush or tripping, and to move
through obstacles (such as web spells). Furthermore,
the multiple legs grant a bonus to checks made to resist
being bull-rushed (+4 for multiple legs) or tripped (+4
for multiple legs). Finally, the harness’ extra legs also
grant a +3 circumstance bonus to Climb and Jump
checks (Jump checks will also get an additional bonus
at times for moving faster than 30 feet).
Wearing a scorpion harness gives the wearer
access to two types of weapons: the harness’ claws and
the stinger. The wearer can attack with the claws on the
end of the first two ‘walking’ legs, retaining the other
two to stand on. These claw attacks are primary natural
weapons and gain a full Strength modifier to damage.
The stinger is a secondary natural attack, suffering a –5
to attack unless the wearer possesses the Multiattack
feat, in which case the attack suffers a –2 penalty
instead. The stinger, as a secondary attack, only gains
one-half, round down, Strength modifier to damage.
The wearer of the harness may elect to use the harness’
Strength score when making these attacks instead of
his own; however, if he does so then he may not attack
with any hand-held weapons in addition to using the
harness’ weapons.
A successful strike with the harness’ tail
can, once per day, deliver a dose of poison; Fortitude
save DC 15 resists, initial and secondary damage 1d6
Strength.
A wearer of a scorpion harness is considered
proficient with the harness’ weapons, as long as he or
she is proficient with wearing the harness and has a
power point reserve.
A scorpion harness is crafted from heavy-flesh
craft materials gaining all the associated benefits of that
material; additionally, a scorpion harness may not be
crafted from a special material.
Psionic Items
Using Items
To use a psionic item, it must be activated, although
sometimes activation is accomplished simply by
picking an item up or putting it on. Some items, once
they are carried or worn, function constantly. In most
cases, using an item requires a standard action that
does not provoke attacks of opportunity. By contrast,
power completion items (see below) are treated just
like powers in combat and do provoke attacks of
opportunity.
Activating a psionic item is a standard action
unless the item description indicates otherwise. The
manifesting time of a power is the time required to
activate the same power in an item, whether it’s a
power stone, a dorje, or a psionic tattoo, unless the item
description specifically states otherwise.
The four ways to activate psionic items are
described below.
Power Completion: This is the activation method
for power stones. A power stone holds a power that is
mostly finished. All that’s left to do is perform the short,
simple, finishing parts of the manifestation (the final
mental coda, as it were). To use a power-completion
item safely, a character must be of high enough level
in the appropriate class to manifest the power already.
If he can’t already manifest the power, there’s a chance
he’ll make a mistake (see Brainburn in the power stone
description). Activating a power-completion item is a
standard action and provokes attacks of opportunity
exactly as manifesting a power does.
Powers stored in power completion items
are usually not augmented, because the manifester
level of such an item is assumed to be the minimum
necessary to manifest the stored power. However, an
item’s description may specify otherwise (some power
stones have manifester levels higher than the minimum
required to manifest the stored power, and are then
assumed to be augmented as well).
Power Trigger: This is the activation method for dorjes
and psicrowns. It requires the special knowledge of
power manifestation that a character of the appropriate
class would know, and the formation of the appropriate
command thought. If a power is on a character’s power
list, the character knows how to use a power trigger item
that stores that power. The user must still determine
what power is stored in the item before she can activate
it. Activating a power-trigger item is a standard action
that does not provoke attacks of opportunity.
Powers stored in power trigger items are not
augmented. Such powers are assumed to be stored in
the item at the minimum manifester level necessary
to manifest the power. However, certain items may
specify a higher manifester level than necessary. If such
an item holds a power that deals hit point damage, the
power is assumed to be augmented to the maximum
allowed by the power and the manifester level.
Command Thought: If no activation method is
suggested either in the psionic item description or by
the nature of the item, assume that a command thought
is needed to activate it. Command thought activation
means that a character mentally projects a thought,
and the item activates. No other special knowledge is
needed. Activating a command-thought psionic item
is a standard action that does not provoke attacks of
opportunity.
Sometimes the command thought to activate
an item is mentally imprinted within it and is whispered
into the mind of a creature who picks it up. Other items
are silent, but a Knowledge (psionics) or Knowledge
(history) check might be useful in helping to identify
command thoughts. A successful DC 30 check is
needed to come up with the command thought in this
case. The power psionic identify reveals command
thoughts.
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EQUIPMENT ▪ Saving Throws Against Psionic Item Powers
Powers stored in command-thought items are
usually not augmented, because the manifester level of
such an item is assumed to be the minimum possible to
manifest the stored power.
Use-Activated: This type of psionic item simply has
to be used to activate. Use activation is generally
straightforward and self-explanatory.
Many use-activated items are objects that a
character wears. Some items made for wearing must
still be activated. Although this activation sometimes
requires a command thought (see above), usually it
means mentally willing the activation to happen (a
free action). The description of an item states whether
a command thought is needed in such a case.
Unless stated otherwise, activating a useactivated psionic item is either a standard action or
not an action at all and does not provoke attacks of
opportunity, unless the use involves performing an
action that provokes attacks of opportunity in itself. If
the use of the item takes time before a psionic effect
occurs, then use activation is a standard action. If the
item’s activation is subsumed in its use and takes no
extra time, use activation is not an action at all.
Use activation doesn’t mean that if you use an
item, you automatically know what it can do. You must
know (or at least guess) what the item can do and then
use the item to activate it, unless the benefit of the item
comes automatically.
Powers stored in use-activated items are
usually not augmented, because the manifester level of
such an item is assumed to be the minimum possible to
manifest the stored power.
Saving Throws Against Psionic Item Powers
Psionic items produce psionic powers. The DC of
a saving throw against a power from a psionic item
is always 10 + the level of the power or effect + the
ability modifier of the minimum ability score needed
to manifest that level of power.
Another way to figure the same number is to
multiply the power’s level by 1-1/2 and add 10 to the
result.
Psicrowns are an exception to the rule. Treat
the saving throw as if the wielder manifested the power,
including caster level and all modifiers to save DC.
Some psionic items take advantage of the fact
that powers can be augmented to increase their saving
throw DCs. These items are special and have their
creation cost and market price calculated using the
manifester’s level instead of the power’s level.
Most item descriptions give saving throw DCs for
various effects, particularly when the effect has no
exact power equivalent (making its level otherwise
difficult to quickly determine).
Damaging Psionic Items
A psionic item doesn’t need to make a saving throw
unless it is unattended, it is specifically targeted by the
effect, or its wielder rolls a natural 1 on his saving throw.
Psionic items should always get a save against powers
or spells that might deal damage to them—even against
204
attacks from which a mundane item would normally
get no chance to save. All types of psionic item saves—
Fortitude, Reflex, and Will—are calculated the same
way: The item’s saving throw bonus equals 2 + 1/2 its
manifester level (round down). The only exceptions to
this rule are intelligent psionic items, which make Will
saves based on their own Wisdom scores.
A psionic item, unless otherwise noted, takes
damage as a normal item of the same type. A damaged
psionic item continues to function, but if it is destroyed,
all its psionic power is lost.
Repairing Items
Some psionic items (especially psionic weapons and
shields) may take damage over the course of an
adventure. It costs no more to repair a psionic item
with the Craft skill than it does to repair its nonpsionic
counterpart. The make whole spell can repair a
damaged—but not completely broken— psionic item.
Charges and Multiple Uses
Some items are limited in power by the number of
charges they hold or the number of power points they
contain. Normally, charged items (such as dorjes)
have 50 charges at most. If such an item is found as
a random part of a treasure, roll d% and divide by 2
to determine the number of charges left (round down,
minimum 1).
Similarly, items that contain power points
(such as psicrowns) have a number of points equal to 50
x the manifester level of the creator. If such an item is
found as a random part of a treasure, roll d% and divide
by 2 to determine the number by which the manifester
level is multiplied (round down, minimum 1).
Market prices given on the tables are always
for fully-charged or fully-powered items. (When an
item is created, it is fully charged or fully powered.)
For an item that’s worthless when its charges or power
points run out (which is the case for almost all charged
or powered items), the value of the partially used item
is proportional to the number of charges left. For an
item that has usefulness in addition to its charges,
only part of the item’s value is based on the number of
charges left.
Some items are single-use and expendable.
Such items can often be found in sets or groups.
Psionic Item Descriptions
In the following sections, each type of psionic item, such
as armor or psionic tattoos, has a general description,
followed by descriptions of specific items.
General descriptions include notes on
activation, random generation, and other information.
The Armor Class, hardness, hit points, and break
DC are given for typical examples of some types of
psionic items. The Armor Class assumes that the item
is unattended and includes a –5 penalty for the item’s
effective Dexterity of 0. If a creature holds the item,
use the creature’s Dexterity modifier as an adjustment
to Armor Class in place of the –5 penalty.
Psionic Armor and Shields ▪ EQUIPMENT
Some individual items, notably those that
simply store psionic powers, don’t get full-blown
descriptions. Simply reference the power’s description.
Assume that the power is manifested at the minimum
level required to manifest it, unless otherwise noted.
Increasing the manifester level so increases the cost of
the item; see Table: Estimating Magic Item Gold Piece
Value in the System Reference Document, substituting
“spell” for “power” and “caster level” for “manifester
level” as appropriate. The main reason to make the
manifester level higher, or course, would be to increase
the potency of the power. Raising the manifester
level is common for powers such as astral construct,
the duration of which increases with the level of the
manifester.
Items with full descriptions have their abilities
detailed, and each of the following aspects of these
items is summarized at the end of the description.
Aura: Most of the time, a detect psionics power will
reveal the discipline associated with a psionic item and
the strength of the aura an item emits. This information
(when applicable) is given at the beginning of the item’s
notational entry in the form of a phrase. See the detect
psionics power description for more information.
Manifester Level: The next entry in the summary
indicates the level of the creator (or the manifester
level of the powers placed within the item, if this
level is lower than the actual level of the creator).
The manifester level provides the item’s saving throw
bonus, as well as range and other level-dependent
aspects of the powers of the item (if variable).
It also determines the level that must be
contended with should the item come under the effect
of a dispel psionics power or a similar situation. This
information is given in the form “ML x,” where “ML”
is an abbreviation for manifester level and “x” is an
ordinal number representing the manifester level itself.
For psionic tattoos, power stones, and dorjes,
the creator can set the manifester level of an item at
any number high enough to manifest the stored power
and not higher than her own manifester level. For other
psionic items, the item itself determines the manifester
level. In this case, the creator’s manifester level must be
as high as the item’s manifester level (and prerequisites
may effectively put a higher minimum on the creator’s
level).
Prerequisites: Certain requirements must be met in
order for a character to create a psionic item. These
include feats, powers, and miscellaneous requirements
such as level, alignment, and race or kind. The
prerequisites for creation of an item are given in the
summary immediately following the item’s manifester
level.
A power prerequisite can be provided by a
character who knows the power, or through the use of
a power-completion or power-trigger psionic item or a
psi-like ability that produces the desired power effect.
For each day that passes during the creation process,
the creator must expend one power-completion item
(such as a power stone) or one charge from a powertrigger item (such as a dorje), if either of those objects
is used to supply a prerequisite.
It is possible for more than one character
to cooperate in the creation of an item, with each
participant providing one or more of the prerequisites.
In some cases, cooperation may even be necessary, such
as if one character knows some of the powers necessary
to create an item and another character knows the rest.
If two or more characters cooperate to create an
item, they must agree among themselves who will be
considered the creator for the purpose of determinations
where the creator’s level must be known. (It’s sensible,
although not mandatory, for the highest-level character
involved to be considered the creator.) The character
designated as the creator pays the experience points
required to make the item.
Typically, a list of prerequisites includes one
feat and one or more powers (or some other requirement
in addition to the feat). When two powers at the end of
a list are separated by “or,” one of those powers is
required in addition to every other power mentioned
prior to the last two.
Market Price: This gold piece value, given in the
summary following the word “Price,” represents
the price someone should expect to pay to buy the
item. Market prices are also included on the random
generation tables for easy reference. The market price
of an item that can be constructed with a psionic
item creation feat is usually equal to the base price
+ the price for any components (special materials or
experience point expenditure).
Cost to Create: The cost in gold pieces and experience
points to create the item is given in the summary
following the word “Cost.” This information appears
only for items with components (material or experience
points) that make their market prices higher than their
base prices. The cost to create includes the costs derived
from the base cost plus the cost of the components.
Items without components do not have a “Cost” entry.
For those, the market price and base price are the same.
The cost in gold pieces is 1/2 the market price, and the
cost in experience points is 1/25 the market price.
Weight: The notational entry for many items ends with
a value for the item’s weight. When a weight figure is
not given, the item has no weight worth noting (for the
purpose of determining how much of a load a character
can carry).
Psionic Armor and Shields
In general, psionic armor and shields follow the rules
for the equivalent magic items, as far as enhancement
bonuses, stacking, and other base abilities are
concerned. An enhancement bonus is treated the same
way regardless of whether magic or psionics created it.
Psionic armor and shields differ from standard
and magical equivalents in that psionic armor and shields
incorporate one or more crystals into their construction.
Particularly powerful armor and shields may be entirely
composed of brightly hued or transparent crystals.
Special Qualities: Roll d%. An 01 result indicates the
item is intelligent, an 02–31 result indicates that the
command thought (if any) is psionically imprinted and
whispers itself into the user’s mind on acquisition, and
32–100 indicates no special qualities.
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EQUIPMENT ▪ Psionic Armor and Shields
Intelligent items have extra abilities and sometimes also equipment into ectoplasmic form for up to 5 minutes
extraordinary powers and special purposes. Substitute once per day, as the power of the same name. In this
manifesting for spellcasting as required.
semisolid state, the wearer gains damage reduction
10/psionics.
Faint psychometabolism; ML 5th; Craft Psionic Arms
Table 7-1: Psionic Armor Special Abilities
and Armor, ectoplasmic form; Price +10,800 gp.
Special Ability
Base Price Modifier
Quickness
+1 bonus1
Landing
+4,000 gp
Floating
+4,000 gp
Linked
+6,000 gp
Power resistance (13)
+2 bonus1
Ectoplasmic
+10,800 gp
Power resistance (15)
+3 bonus1
Vanishing
+3 bonus1
Mindarmor
+24,000 gp
Power resistance (17)
+4 bonus1
Power resistance (19)
+5 bonus1
1 Add to enhancement bonus to determine total
market price.
Floating: This kind of armor is psionically buoyant
in water or a similar liquid, negating the normal
penalty for wearing armor when making Swim checks.
Additionally, it grants a +4 circumstance bonus on
Swim checks.
Faint psychoportation; ML 4th; Craft Psionic Arms and
Armor, float; Price +4,000 gp.
Table 7-2: Psionic Shield Special Abilities
Special Ability
Base Price Modifier
Heartening
+720 gp
Ranged
+1 bonus1
Linked
+6,000 gp
Power resistance (13)
+2 bonus1
Manifester
+10,800 gp
Averter
+12,960 gp
Vanishing
+3 bonus1
Power resistance (15)
+3 bonus1
Wall
+20,160 gp
Mindarmor
+24,000 gp
Power resistance (17)
+4 bonus1
Power resistance (19)
+5 bonus1
1 Add to enhancement bonus to determine total
market price.
Landing: A suit of armor with this capability allows
the wearer to ignore any damage dealt by the first 60
feet of a fall. Regardless of the height of a fall, the
wearer always lands on her feet.
Faint psychoportation; ML 4th; Craft Psionic Arms and
Armor, catfall; Price +4,000 gp.
Heartening: This kind of shield grants the wearer up
to 5 temporary hit points per day on command. These
temporary hit points fade after 4 minutes. The wearer
can activate this power as an immediate action at any
time.
Faint psychometabolism; ML 4th; Craft Psionic Arms
and Armor, vigor; Price +720 gp.
Linked: This kind of armor or shield allows the
wearer to form a telepathic bond with other wearers of
linked armor or shields within 10 miles. This ability is
otherwise similar to the mindlink power.
Moderate telepathy; ML 6th; Craft Psionic Arms and
Armor, mindlink; Price +6,000 gp.
Manifester: This kind of shield generates 3 power
points once per day that the wearer can use when
manifesting a power he knows. These power points
must all be used on the same power. As usual, a psionic
character cannot pay a power’s cost with power points
from more than one source, so the power points in the
Psionic Armor and Shield
shield must be used for discrete manifestations.
Special Ability Descriptions
Moderate clairsentience; ML 6th; Craft Psionic Arms
Most psionic armor and shields have only enhancement and Armor, knowledge of any 2nd-level power; Price
bonuses. Such items can also have one or more of the +10,800 gp.
special abilities detailed below. Armor or a shield with
a special ability must have at least a +1 enhancement Mindarmor: This kind of armor or shield grants the
bonus.
wearer a +3 insight bonus on Will saving throws to
resist all mind-affecting and/or compulsion powers.
Averter: On command, up to three times per day, any Faint psychokinesis; ML 5th; Craft Psionic Arms and
creature to whom the wearer presents an averter shield Armor, empty mind; Price +24,000 gp.
must succeed on a DC 14 Will save or be overcome by
a powerful aversion to the wielder (actually the shield), Power Resistance: This kind of armor or shield grants
and will not approach within 30 feet. This is a mind- the wearer power resistance while it is worn. The
affecting compulsion effect, as the aversion power.
power resistance can be 13, 15, 17, or 19, depending on
Faint telepathy; ML 5th; Craft Psionic Arms and the amount that was built into the armor or shield.
Armor, aversion; Price +12,960 gp.
Moderate clairsentience; ML 9th; Craft Psionic Arms
and Armor, power resistance; Price +2 bonus (PR 13);
Ectoplasmic: As a standard action, ectoplasmic armor +3 bonus (PR 15); +4 bonus (PR 17); or +5 bonus (PR
converts itself, its wearer, and all of the wearer’s 19).
206
Psionic Weapons ▪ EQUIPMENT
Quickness: This kind of armor increases the wearer’s
speed by 5 feet. Thus, a character whose normal
speed in armor is 20 feet moves 25 feet in armor of
quickness.
Faint psychoportation; ML 4th; Craft Psionic Arms and
Armor, burst; Price +1 bonus.
Ranged: The wielder of a ranged shield can throw it in
combat, with a range increment of 30 feet. While in the
air, the shield is treated in all ways as a ranged weapon
and cannot be blocked or grabbed except by those with
appropriate feats. No matter the size of the wielder,
a buckler or light shield deals 1d6 points of damage
and a heavy one 1d8 points. (A tower shield cannot
be created with this special ability.) The wielder’s
Strength modifier and the shield’s enhancement bonus
add to the base damage.
A ranged shield flies through the air back to
the creature that threw it. It returns to the wielder just
before the creature’s next turn (and is therefore ready
to use again in that turn).
Catching a ranged shield when it comes back
is a free action. If the wielder can’t catch it, or if the
wielder has moved since throwing it, the shield drops
to the ground in the square from which it was thrown.
Faint psychokinesis; ML 5th; Craft Psionic Arms and
Armor, far hand; Price +1 bonus.
Vanishing: On command, this suit of armor or shield
renders its wearer and all the wearer’s equipment
invisible to the minds of others, as if he had manifested
the power cloud mind. The wearer can use this ability
twice per day.
Faint psychokinesis; ML 5th; Craft Psionic Arms and
Armor, cloud mind; Price +3 bonus.
Wall: As a standard action once per day, the wielder
can drop this kind of shield at his feet and command
a wall of ectoplasm (as the power) to come into being,
with the shield as the point of origin for the effect. This
effect forms a wall whose area is up to twelve 10-foot
squares or a sphere or hemisphere with a radius of up to
12 feet. The wall dissipates after 7 minutes, or sooner
if the wielder of the shield reclaims it (thus dismissing
the effect).
Strong metacreativity; ML 12th; Craft Psionic Arms
and Armor, wall of ectoplasm; Price +20,160 gp.
WEAPONS
Although they generally follow the rules for magic
weapons, psionic weapons differ from mundane and
magic weapons in their design. Most possess some
crystal components, and some are composed entirely
of crystal. Many also sport intricate traceries along
the blade or haft, which flicker now and then as if
channeling flows of psychic energy.
Psionic weapons have enhancement bonuses
ranging from +1 to +5. They apply these bonuses on
both attack and damage rolls when used in combat.
This enhancement bonus is effective for the purpose
of overcoming creatures with damage resistance that
are penetrated by magic. All psionic weapons are also
masterwork weapons, but their masterwork bonus on
attack rolls does not stack with their enhancement
bonus on attack rolls.
Weapons come in two basic categories: melee
and ranged. Some of the weapons listed as melee
weapons can also be used as ranged weapons. In this
case, their enhancement bonus applies to either type of
attack.
In addition to enhancement bonuses, psionic
weapons can also have the special abilities detailed
here. A weapon with a special ability must have at least
a +1 enhancement bonus.
The rules for manifester level for weapons
(called caster level), additional damage dice, ranged
weapons and ammunition, ammunition and breakage,
hardness and hit points, critical hits, and weapons for
unusually-sized creatures for psionic weapons are the
same as for magic weapons. Psionic weapons do not
have the chance to generate light (though some may be
mentally audible; see below).
Mentally Audible: Fully 30% of psionic weapons
telepathically mutter, croon, recite battle poems, scream,
or produce other mental “noises” when first drawn, at
first blood, or when they slay a significant enemy. Such
a weapon cannot be concealed from creatures within 15
feet when it is drawn, nor can its mental “soundtrack”
be curbed.
Activation: Usually a character benefits from a psionic
weapon in the same way a character benefits from a
mundane weapon—by attacking with it. If a weapon
has a special ability that the user needs to activate, then
the user usually needs to project a command thought (a
standard action).
Psionic Weapons
Most psionic weapons have only enhancement bonuses.
They can also have the special abilities detailed here.
A weapon with a special ability must have at least a +1
enhancement bonus.
Table 7-3: Psionic Melee Weapon Special Abilities
Special Ability
Base Price Modifier
Psychokinetic
+1 bonus1
Dissipater
+1 bonus1
Lucky
+1 bonus1
Sundering
+1 bonus1
Power storing
+1 bonus1
Collision
+2 bonus1
Mindcrusher
+2 bonus1
Psychokinetic burst
+2 bonus1
Psibane
+2 bonus1
Manifester
+16,000 gp
1 Add to enhancement bonus to determine total
market price.
207
EQUIPMENT ▪ Psionic Weapons
Table 7-4: Psionic Ranged Weapon
Special Abilities
Special Ability
Base Price Modifier
Teleporting
+1 bonus1
Psychokinetic
+1 bonus1
Collision
+2 bonus1
Psychokinetic burst
+2 bonus1
Psibane
+2 bonus1
Manifester
+16,000 gp
1 Add to enhancement bonus to determine total
market price.
Power Storing: A power-storing weapon allows a
manifester to store a single targeted power of up to 5
power points in the weapon. (The power must have
a manifesting time of 1 standard action.) Any time
the weapon strikes a creature and the creature takes
damage from it, the weapon can immediately manifest
the power on that creature as a swift action if the
wielder desires. (This ability is an exception to the rule
that manifesting a power from an item takes at least
as long as manifesting that power normally.) Once
the power is manifested, the weapon is empty, and a
manifester can imbed any other targeted power of up
to 5 power points into it. The weapon telepathically
whispers to the wearer the name of the power currently
stored within it. A randomly generated power storing
weapon has a 50% chance to have a power stored in
it already.
Strong psychokinesis; ML 12th; Craft Psionic Arms
and Armor, creator must be a manifester of at least 12th
level; Price +1 bonus.
Collision: Collision weapons psionically increase their
own mass at the end point of each swing or shot.
Such weapons deal an extra 5 points of damage on
each successful strike, in addition to the weapon’s
enhancement bonus. Bows, crossbows, and slings
bestow the extra damage upon their ammunition.
Moderate metacreativity; ML 10th; Craft Psionic Arms
and Armor, matter manipulation; Price +2 bonus.
Psibane: A psibane weapon is crafted to oppose
psionic beings. When used against such creatures,
Dissipater: This kind of weapon is devastating to creatures its effective enhancement bonus is 2 higher than its
and objects composed of or originally formed from actual enhancement bonus. It deals an extra 2d6 points
ectoplasm (such as astral constructs, walls of ectoplasm, of damage against psionic opponents. It bestows one
creatures in ectoplasmic form, and items created using the negative level on any psionic creature attempting to
metacreativity discipline). Against qualifying targets, a wield it. This negative level remains as long as the
dissipater weapon ignores damage reduction and hardness, weapon is in hand and disappears when the weapon is
and treats all successful hits as critical hits.
no longer wielded. This negative level never results in
Strong metacreativity; ML 12th; Craft Psionic Arms and
actual level loss, but it cannot be overcome in any way
Armor, dismiss ectoplasm; Price +1 bonus.
while the weapon is wielded. Psibane bows, crossbows,
and slings bestow this ability upon their ammunition.
Lucky: A lucky weapon offers a second chance at
Strong clairsentience; ML 15th; Craft Psionic Arms
success. Once per day, the wielder can reroll a failed
attack roll (whether a single attack or one in a series of and Armor, bend reality; Price +2 bonus.
multiple attacks) as a free action. The rerolled attack
Psychokinetic: Upon command, a psychokinetic
uses the same bonuses or penalties as the missed roll.
Moderate clairsentience; ML 8th; Craft Psionic Arms weapon glows from the inside with lethal psionic
energy. The energy does not harm the hands that hold
and Armor, fate of one; Price +1 bonus.
the weapon. Such a weapon deals an extra 1d4 points
Manifester: This kind of weapon generates 5 power of damage on a successful hit. This extra damage is
points once per day that the wearer can use when ectoplasmic in nature and is not affected by damage
manifesting a power he knows. These power points reduction. Bows, crossbows, and slings bestow this
must all be used on the same power. As usual, a psionic ability upon their ammunition.
character cannot pay a power’s cost with power points Moderate psychokinesis; ML 10th; Craft Psionic Arms
from more than one source, so the power points in the and Armor, concussion blast; Price +1 bonus.
shield must be used for discrete manifestations.
Moderate clairsentience; ML 8th; Craft Psionic Arms Psychokinetic Burst: This weapon functions as a
and Armor, knowledge of any 3rd-level power; Price psychokinetic weapon that also releases a blast of
destructive psionic energy upon scoring a successful
+16,000 gp.
critical hit. In addition to the extra damage of the
Mindcrusher: Any psionic creature struck in combat by psychokinetic ability (see above), a psychokinetic
a mindcrusher weapon loses a number of power points burst weapon deals an extra 1d6 points of damage on a
equal to half the amount of hit point damage the weapon successful critical hit. If the weapon’s critical multiplier
deals (only the base damage of the weapon contributes is x3, add 2d6 points of extra damage instead, and if
to the power point loss; additional damage from high the multiplier is x4, add 3d6 points of extra damage.
Strength or other sources does not cause additional This extra damage is ectoplasmic in nature and is not
power point loss). A psionic creature that is out of power affected by damage reduction. Bows, crossbows, and
points (or has none) must succeed on a DC 17 Will save slings bestow this ability upon their ammunition.
or take 1d2 points of Wisdom damage.
Strong psychokinesis; ML 12th; Craft Psionic Arms
Strong psychometabolism; ML 12th; Craft Psionic Arms and Armor, concussion blast; Price +2 bonus.
and Armor, psychic vampire; Price +2 bonus.
208
Cognizance Crystals ▪ EQUIPMENT
Sundering: This kind of weapon allows a wielder to Faint to strong psychokinesis; ML equal to maximum
attack opponents’ weapons as if he had the Improved power point storage; Craft Cognizance Crystal; Weight
Sunder feat.
1 pound.
Faint metacreativity; ML 5th; Craft Psionic Arms and
Armor, Great Sunder, metaphysical weapon; Price +1 Dorjes
bonus.
A dorje is a slender crystal that contains a single power.
Teleporting: This ability can be imbedded only in Each dorje has 50 charges when created, and each
weapons that can be thrown. A teleporting weapon charge expended allows one use of that power. A dorje
returns through the Astral Plane to the creature that that runs out of charges is just a simple crystal.
threw it. It teleports into the throwing creature’s empty Physical Description: A typical dorje is an elongated
hand in the round following the round when it was crystal of one color (or colorless), between 8 inches
thrown, just before that creature’s turn. It is therefore and 10 inches long and about 1/2 inch thick, which
can weigh up to 1/4 pound. Occasionally, a dorje is
ready to use again on that turn.
Faint psychoportation; ML 5th; Craft Psionic Arms and decorated with carvings or inscribed runes along a face
of the crystal. A typical dorje has AC 7, 7 hit points, a
Armor, psionic dimension door; Price +1 bonus.
hardness of 8, and a break DC of 18.
Activation: Dorjes use the power trigger activation
Cognizance Crystals
method, so manifesting a power from a dorje is
Cognizance crystals store power points that psionic usually a standard action that does not provoke attacks
characters can use to pay for manifesting their powers. of opportunity. (If the power being manifested has
Physical Description: A cognizance crystal consists of a manifesting time longer than 1 standard action,
a core crystal and two or three smaller crystals arranged however, it takes that long to manifest the power from
in specific positions around it on strands of silver wire. a dorje.) The user must have the power on his class list,
The crystals give off a faint glow. A typical cognizance even if he knows the command thought. Additionally,
crystal weighs approximately 1 pound, has AC 7, 10 hit to activate a dorje, a character must hold it in hand and
points, a hardness of 8, and a break DC of 16.
point it in the general direction of the target or area to
Activation: The user must merely hold or have a be affected.
crystal on her person for a period of at least 10 minutes
Dorjes are normally created at the minimum
(which is long enough to attune oneself to the crystal). manifester level required to manifest the power, and
Thereafter, the owner can use power points stored in powers that can be augmented are not augmented when
the crystal to manifest powers she knows.
stored in a dorje. A dorje’s wielder cannot augment the
The maximum number of points a cognizance power contained within the dorje. However, dorjes can
crystal can store is always an odd number and is never be created at a higher manifester level than required to
more than 17. It can store only as many power points manifest the power. In this case, the dorje that holds
as its original maximum, set at the time of its creation. an augmentable power is augmented, to the limit of
When a cognizance crystal’s power points are used up, the manifester level and the power’s augmentation
the glow of the crystal dims. However, the user can maximums, if any. The manifester level of a dorje
recharge it by paying power points on a 1-for-1 basis. cannot be more than five higher than the minimum
While doing this depletes the user’s own power point manifester level to use the power it contains.
reserve for the day, those power points remain available
in the cognizance crystal until used.
Table 7-6: Dorjes
A user cannot directly replenish her personal Power Level1
Market Price2
power points from those stored in a cognizance crystal,
750 gp
nor can she draw power points from more than one 1st
4,500 gp
source to manifest a power. See Using Stored Power 2nd
Points for more information.
3rd
11,250 gp
4th
21,000 gp
Table 7-5: Cognizance Crystals
5th
33,750 gp
Maximum Power Point Storage Market Price
6th
49,500 gp
1
1,000 gp
7th
68,250 gp
3
4,000 gp
8th
90,000 gp
5
9,000 gp
9th
114,750 gp
7
16,000 gp
1 Some dorjes have higher manifester levels
than the minimum power level, which give them
9
25,000 gp
commensurately higher costs.
11
36,000 gp
2 Any dorje that stores a power with an experience
13
49,000 gp
point cost also has an XP cost in addition to that
15
64,000 gp
noted here.
17
81,000 gp
209
EQUIPMENT ▪ Power Stones
Power Stones
A power stone stores a power (or collection of powers).
A stored power can be used only once, “flushing” the
stone. Using a power stone is basically like manifesting
a power.
Physical Description: A power stone is a thumb-sized
chunk of crystal that possesses a barely detectable
interior glow if it holds a low-level power. A stone
imprinted with more than one power or a higherlevel power glows more brightly, but never enough to
provide illumination in its own right. A typical power
stone has AC 7, 5 hit points, a hardness of 8, and a
break DC of 20.
Activation: To activate a power stone, a manifester
must mentally address it, as described below. Once the
power is known, the power stone is treated as a power
completion item, except as noted below.
Addressing the Stone: A power stone must be
“addressed” before a character can use it or know
exactly what power it contains. Doing this requires a
successful Psicraft check (DC 15 + power level). Once
a particular power stone has been addressed, it is not
necessary to do so again. Addressing a power stone in
advance lets a character proceed directly to the next
step when the time comes to use it.
Using a stone’s stored power after addressing
the stone requires holding the stone and willing the
power’s manifestation, as if manifesting a power
normally (a standard action). Activating a power stone
is subject to disruption just as manifesting a power
normally would be.
Additionally, the user must meet the following
requirements:
• The user must have the power on his or her class
list.
• The user must have the requisite key ability score.
If the user meets these requirements and has a manifester
level at least equal to the power’s manifester level, she
can automatically manifest the stored power without
a check. If she meets both requirements but her own
level is lower than the power stone’s manifester level,
she has to make a manifester level check (1d20 +
user’s level), against a DC equal to the power stone’s
manifester level +1, to manifest the power successfully.
On a failure, the user must succeed on a DC 5 Wisdom
check to avoid brainburn (see below). A natural roll of
1 on this check is always a failure.
Determine Effect: A power successfully manifested
from a power stone works exactly as if manifested
normally. Assume the power stone’s manifester level
is always the minimum level required to manifest the
power for the character who imprinted the stone, unless
the creator specifically desires otherwise.
A power stone’s glow fades when its stored
power is flushed.
Brainburn: When something goes awry, the user of a
power stone improperly manifests the stored power.
The resultant psionic surge persists for 1d4 rounds,
unless the power stone is flung farther than 100 feet
away or is destroyed. This surge deals 1d6 points of
damage per power stored per round and arcs across
210
multiple targets, similar to energy current, except the
damage type isn’t specified. The user is the primary
target, and one nearby ally is the secondary target
(chosen at random).
The manifester level for a standard power
stone is the minimum manifester level needed to
manifest the power (unless otherwise specified).
Table 7-7: Power Stone Levels
Power Level
Market Price1
1st
25 gp
2nd
150 gp
3rd
375 gp
4th
700 gp
5th
1,125 gp
6th
1,650 gp
7th2
2,275 gp
8th2
3,000 gp
2
9th
3,825 gp
1 Any power stone that has an imprinted power
with an experience point cost also has an XP cost in
addition to that noted here.
2 The maximum level for a psychic warrior power
stone is 6th.
Psicrowns
A psicrown is a special headband that stores several
powers. Unlike dorjes, which can contain a wide
variety of powers, each psicrown is of a certain kind
and holds specific powers. Unless otherwise stated, a
psicrown has power points equal to 50 x its manifester
level when created. These power points can be spent
only on the powers that are contained in the psicrown.
Physical Description: A typical psicrown is large
enough to fit on the head of a Medium creature.
Some psicrowns are actually crownlike and heavily
adorned, while others are simple headbands with crystal
centerpieces. All psicrowns weigh less than 1 pound.
Most psicrowns are metallic, but one could potentially
be composed of any material. Metallic psicrowns
have AC 10, 10 hit points, hardness 8, and a break
DC of 28. Psicrowns made of psionically reinforced
silk have AC 7, 10 hit points, hardness 2, and a break
DC of 24. Psicrowns can be made from other, more
exotic materials, but all have at least the strength and
durability of psicrowns made of psionically reinforced
silk.
Activation: Psicrowns use the power trigger activation
method, so manifesting a power from a psicrown
is usually a standard action that does not provoke
attacks of opportunity. (If the power being manifested,
however, has a longer manifesting time than 1 standard
action, it takes that long to manifest the power from
a psicrown.) When activating a psicrown, the user
spends power points contained in the psicrown on
any one of the psicrown’s powers. Powers activated
from a psicrown can be augmented with additional
power points from the psicrown itself, so long as the
total number of power points spent does not exceed
the user’s manifester level. The user can’t manifest a
power from a psicrown using his own power points.
Psionic Tattoos ▪ EQUIPMENT
Table 7-8: Psicrowns
Psicrown
Dominator
Cautious warrior
Beast
Fiery ruin
Market Price
20,250 gp
32,063 gp
33,750 gp
67,500 gp
Psicrown Descriptions
Psicrowns have immense utility because they pack so
many capabilities into one item and because they use
the wearer’s ability score and relevant feats to set the
DC for saves against their powers.
Unlike with other sorts of psionic items, the
wearer can use his manifester level when activating the
power of a psicrown if it’s higher than the manifester
level of the psicrown.
The minimum manifester level of a psicrown
is 8th. The manifester level of a psicrown cannot
be more than five levels higher than the minimum
manifester level for the highest-level power in the
psicrown. Standard psicrowns are described below.
Beast: This psicrown has 450 power points. It is made
from a prickly collection of bear claws and snake fangs.
It allows use of the following powers:
• Claw of energy
• Duodimensional claw
• Prevenom
• Psionic pounce
• Truevenom
Moderate psychometabolism; ML 9th; Craft Psicrown,
claw of energy, duodimensional claw, prevenom, psionic
lion’s charge, truevenom; Price 33,750 gp.
Cautious Warrior: This psicrown has 450 power
points. It is made from a shining iron alloy, similar to
the material of a metallic shield. It allows use of the
following powers:
• Adapt body
• Body adjustment
• Precognition, defensive
• Inertial barrier
Moderate psychometabolism; ML 9th; Craft Psicrown,
adapt body, body adjustment, defensive precognition,
inertial barrier; Price 32,063 gp.
Dominator: This psicrown has 450 power points. It is
made from gray iron and is shaped into an intricately
fluted crown. It allows use of the following powers:
• Charm, psionic
• Dominate, psionic
• Suggestion, psionic
Moderate telepathy; ML 9th; Craft Psicrown, psionic
charm, psionic dominate, psionic suggestion; Price
20,250 gp.
Fiery Ruin: This psicrown has 750 power points. It
is made from reddish iron and is shaped into a twisted
circlet studded with reddish crystals. It allows use of
the following powers:
• Energy ball
• Energy cone
• Energy missile
• Energy stun
• Fiery discorporation
Strong psychokinesis; ML 15th; Craft Psicrown, energy
ball, energy cone, energy missile, energy stun, fiery
discorporation; Price 67,500 gp.
Psionic Tattoos
Psionic tattoos are designs scribed on the skin that
manifest powers on their wearers. The wearer doesn’t
get to make any decisions about the tattoo’s effect—the
manifester who scribed it has already done so.
Psionic tattoos can vary in size, but a creature
can wear only a total of twenty tattoos at one time—
attempting to add one more than this maximum causes
all previously scribed tattoos to simultaneously activate.
A psionic tattoo fades away after use.
Physical Description: A typical psionic tattoo is a
colorful pattern of tiny, interlacing lines within a larger
design. This design can be as simple as a circle or a star,
or as complex as an artist wishes to make it. Once it is
scribed, a tattoo’s design does not change. A psionic
tattoo usually covers an area of skin no more than 5
inches in diameter (larger ones could be designed, but
would have no added effect).
Scribing and Transferring Tattoos: The manifester
level of a psionic tattoo is the minimum level required
to manifest the scribed power. A psionic tattoo can
contain only powers of 3rd level or lower.
A psionic tattoo inscribed on a wearer is
potentially more mobile than a mundane tattoo. As a
standard action, the wearer can will the tattoo to move
to a different part of his body or onto the skin of any
willing (or unconscious) living creature he touches. If
the wearer of a psionic tattoo is rendered unconscious
or is slain, another sentient creature can touch the tattoo
while willing it to leave the previous wearer and apply
itself to the new creature as a standard action. Psionic
tattoos cannot overlay one another.
Identifying Psionic Tattoos: In addition to the standard
methods of identification, the wearer of a tattoo can
concentrate on it and attempt to gain some sense
of how it would feel if activated. A successful DC
13 Intelligence check provides a hint to the tattoo’s
effect.
Activation: A psionic tattoo produces its effect when
touched by its wearer and willed to do so. This activity,
called “tapping” the tattoo, is a standard action that
provokes attacks of opportunity. A psionic tattoo fades
away after use.
The following rules govern the use of psionic tattoos:
• A creature must have an appropriate physical surface
on which to scribe the pattern (thus, incorporeal
creatures or creatures with impermanent flesh, such as
fire elementals, cannot use psionic tattoos).
• Tapping a psionic tattoo provokes attacks of
opportunity. A successful attack (including grappling
attacks) against the wearer forces a Concentration
check. A wearer who fails this check cannot concentrate
effectively on the tattoo to use it. The tattoo remains
untapped, and the wearer can make another attempt.
211
EQUIPMENT ▪ Universal Items
• A character can trigger the effects of another’s psionic
tattoo if the other wearer is unconscious. It is a fullround action to find, touch, and concentrate on an
unconscious creature’s tattoo in order to tap it.
The manifester level for a standard psionic tattoo is
the minimum manifester level needed to manifest the
power (unless otherwise specified).
Table 7-9: Psionic Tattoos
Power Level
Market Price
1st
50 gp
2nd
300 gp
3rd
750 gp
Universal Items
This is a catchall category for any psionic item that
doesn’t fall into the other groups. Anyone can use
a universal item (unless specified otherwise in the
description).
Physical Description: Varies.
Activation: Usually command thought, but details
vary from item to item.
Table 7-10: Universal Items
Item
Shard (+1, any one skill)
Shard (+2, any one skill)
Shard (+3, any one skill)
Shard (+4, any one skill)
Shard (+5, any one skill)
Pearl, brain lock
Shard (+6, any one skill)
Shard (+7, any one skill)
Boots of stomping
Shard (+8, any one skill)
Pearl, breath crisis
Shard (+9, any one skill)
Boots of landing
Psionic restraints, lesser
Shard (+10, any one skill)
Crystal mask of knowledge
Crystal mask of languages
Eyes of expanded vision
Mirror of suggestion
Psionic restraints, average
Torc of free will
Boots of skating
Psionatrix of clairsentience
Psionatrix of metacreativity
Psionatrix of psychokinesis
Psionatrix of psychometabolism
Psionatrix of psychoportation
Psionatrix of telepathy
Third eye penetrate
Crystal mask of detection
Crystal mask of discernment
212
Market Price
10 gp
40 gp
90 gp
160 gp
250 gp
300 gp
360 gp
490 gp
600 gp
640 gp
750 gp
810 gp
1,000 gp
1,000 gp
1,000 gp
2,500 gp
2,500 gp
3,000 gp
3,600 gp
6,000 gp
6,000 gp
7,000 gp
8,000 gp
8,000 gp
8,000 gp
8,000 gp
8,000 gp
8,000 gp
8,000 gp
10,000 gp
10,000 gp
Crystal mask of dread
Crystal mask of psionic craft
Ring of self-sufficiency
Skin of nimbleness
Third eye aware
Third eye concentrate
Third eye gather
Crystal mask of mindarmor
Psionic restraints, greater
Torc of leech freedom
Gloves of titan’s grip
Skin of the claw
Amulet of catapsi
Skin of the chameleon
Crystal mask of insightful detection
Psionic restraints, damping
Third eye sense
Skin of the defender
Third eye repudiate
Skin of fiery response
Skin of the troll
Skin of the hero
Skin of the spider
Skin of proteus
Skin of iron
Skin of the psion
10,000 gp
10,000 gp
10,000 gp
10,000 gp
10,000 gp
10,000 gp
10,000 gp
10,667 gp
12,000 gp
12,000 gp
14,000 gp
16,000 gp
16,200 gp
18,000 gp
20,250 gp
24,000 gp
24,000 gp
32,000 gp
43,200 gp
60,000 gp
61,200 gp
77,500 gp
79,080 gp
84,000 gp
129,600 gp
151,000 gp
Universal Item Descriptions
Universal items can be configured to do just about
anything.
Standard universal items are described below.
Amulet of Catapsi: This copper amulet aids the wearer
against other psionic characters. Once per day, the wearer
can mentally command the catapsi power, which blankets
a 30- foot-radius area surrounding the wearer in telepathic
noise for 9 rounds. Each time other psionic characters
within this range attempt to manifest a power, they must
succeed on a DC 17 Will save or pay 4 more points than
they otherwise would for each power manifestation. The
limit on the number of power points a subject can spend
on a power remains in effect, so the subject may not be
able to manifest his or her highest-level powers.
Moderate telepathy; ML 9th; Craft Universal Item,
catapsi; Price 16,200 gp.
Boots of Landing: These boots allow the wearer to
recover instantly from a fall and can absorb some
damage from falling once per day. The wearer lands on
her feet no matter how far she falls, and takes 2 fewer
dice of damage from the fall than normal.
Faint psychoportation; ML 2nd; Craft Universal Item,
catfall; Price 1,000 gp; Weight 1 lb.
Boots of Skating: These boots allow the wearer to slide
along the ground at will as if using the skate power.
Faint psychoportation; ML 1st; Craft Universal Item,
skate; Price 7,000 gp; Weight 1 lb.
Universal Items ▪ EQUIPMENT
Boots of Stomping: These boots allow the wearer to use
stomp as the power three times per day (Reflex save DC
13) when the wearer stomps her feet.
Faint psychokinesis; ML 3rd; Craft Universal Item,
stomp; Price 600 gp; Weight 1 lb.
Crystal Masks: Each of the various types of crystal
masks fits over the face of any Medium or Small
humanoid, with slits for eyes and nostrils. The mask is
transparent, although it distorts the wearer’s features.
Leather straps attached to small holes on the sides of a
mask enable the owner to affix the mask to his face.
Crystal masks confer special abilities or
improved skills on their wearers.
A crystal mask is treated as eyewear or goggles
for the purpose of determining which items can be worn
on the body.
Crystal Mask of Detection: The wearer of a crystal
mask of detection can make Search checks with a +10
competence bonus.
Moderate clairsentience; ML 7th; Craft Universal Item,
creator must have 10 ranks in Search; Price 10,000 gp;
Weight 1/2 lb.
Crystal Mask of Discernment: The wearer of a crystal
mask of discernment can make Sense Motive checks
with a +10 insight bonus.
Moderate clairsentience; ML 7th; Craft Universal Item,
creator must have 10 ranks in Sense Motive; Price
10,000 gp; Weight 1/2 lb.
Crystal Mask of Dread: The wearer of a crystal mask of
dread can attempt to frighten other beings to her will.
The wearer makes all Intimidate checks with a +10
competence bonus.
Moderate clairsentience; ML 7th; Craft Universal Item,
creator must have 10 ranks in Intimidate; Price 10,000
gp; Weight 1/2 lb.
Crystal Mask of Insightful Detection: The wearer of a
crystal mask of insightful detection can make Search
checks and Spot checks with a +9 insight bonus.
Moderate clairsentience; ML 7th; Craft Universal Item,
creator must have 9 ranks in both Search and Spot; Price
20,250 gp; Weight 1/2 lb.
Crystal Mask of Knowledge: Each of the various crystal
masks of knowledge grants the wearer a +5 competence
bonus on a specific type of Knowledge check.
Faint clairsentience; ML 3rd; Craft Universal Item,
creator must have 5 ranks in the Knowledge skill of the
appropriate type; Price 2,500 gp; Weight 1/2 lb.
Crystal Mask of Languages: Each of the various crystal
masks of language grants the wearer the ability to speak
and write five different languages.
Faint clairsentience; ML 3rd; Craft Universal Item,
creator must have the Speak Language skill for each of
five languages; Price 2,500 gp; Weight 1/2 lb.
Crystal Mask of Mindarmor: A crystal mask of
mindarmor grants the wearer a +4 insight bonus on all
Will saving throws.
Faint telepathy; ML 5th; Craft Universal Item, conceal
thoughts; Price 10,667 gp; Weight 1/2 lb.
Crystal Mask of Psionic Craft: The wearer of a crystal
mask of psionic craft makes all Psicraft checks with a
+10 competence bonus.
Moderate clairsentience; ML 7th; Craft Universal Item,
creator must have 10 ranks in Psicraft; Price 10,000 gp;
Weight 1/2 lb.
Eyes of Expanded Vision: These crystal lenses fit over
the user’s eyes to expand his field of vision. Flanking
opponents gain only a +1 bonus when attacking the user
instead of +2 (rogues still get their full sneak attack
damage because the wearer is still flanked). The wearer
gains a +1 enhancement bonus on Spot checks but takes
a –2 penalty on saves against gaze attacks.
Faint clairsentience; ML 1st; Craft Universal Item,
ubiquitous vision; Price 3,000 gp.
Gloves of Titan’s Grip: While wearing these oversized
gloves, the user gains a +8 enhancement bonus on
grapple checks. The power is activated when the user
enters a grapple. The enhancement bonus lasts for a
maximum of 7 rounds per use, up to three uses per day.
Moderate psychometabolism; ML 9th; Craft Universal
Item, grip of iron; Price 14,000 gp.
Mirror of Suggestion: This small hand mirror manifests
its power up to twice per day against creatures that see
their reflections within it, as a gaze attack with a range
of 30 feet. Potential victims can attempt to avert their
eyes or look away as they would from a normal gaze
attack. A creature meeting its own gaze in the mirror
must succeed on a DC 13 Will save or be affected by
a suggestion chosen by the mirror’s wielder. Because
the mirror is small, only a single creature can meet its
own gaze each round. The wielder of the mirror is not
affected by seeing herself.
Faint telepathy; ML 3rd; Craft Universal Item, psionic
suggestion; Price 3,600 gp; Weight 1/2 lb.
Pearl, Brain Lock: This tiny pearly sphere speeds
toward its target when hurled by its owner. He can hurl
the pearl at any target within 130 feet that he can see and
to which he has line of effect. If the target fails a DC 13
Will saving throw, the pearl seems to impact and then
enter the flesh of the target. The target stands mentally
paralyzed, as if by brain lock, for 3 rounds. The use
destroys the item.
Faint telepathy: ML 3rd; Craft Universal Item, brain
lock; Price 300 gp.
Pearl, Breath Crisis: This tiny pearly sphere speeds
toward its target when hurled by its owner. He can hurl the
pearl at any target within 150 feet that he can see and to
which he has line of effect. If the target fails a DC 14 Will
saving throw, the pearl seems to impact and then enter the
flesh of the target. The target is affected as if by crisis of
breath for 5 minutes. The use destroys the item.
Faint telepathy; ML 5th; Craft Universal Item, crisis of
breath; Price 750 gp.
Psionatrix: Each of these multifaceted crystals is worn as
an amulet. Unless noted otherwise, a psionatrix adds a +1
enhancement bonus to the save DC when the wearer uses
powers of the discipline to which the psionatrix is keyed.
Psionatrix of clairsentience: Blue light glimmers in this
crystal’s heart.
Moderate clairsentience; ML 8th; Craft Universal Item,
creator must be a seer; Price 8,000 gp.
213
EQUIPMENT ▪ Universal Items
Psionatrix of metacreativity: Green light glimmers in
this crystal’s heart.
Moderate metacreativity; ML 8th; Craft Universal Item,
creator must be a shaper; Price 8,000 gp.
Psionatrix of psychokinesis: Red light glimmers in this
crystal’s heart.
Moderate psychokinesis; ML 8th; Craft Universal Item,
creator must be a kineticist; Price 8,000 gp.
Psionatrix of psychometabolism: Violet light glimmers
in this crystal’s heart.
Moderate psychometabolism; ML 8th; Craft Universal
Item, creator must be an egoist; Price 8,000 gp.
Psionatrix of psychoportation: Yellow-red light glimmers
in this crystal’s heart.
Moderate psychoportation; ML 8th; Craft Universal
Item, creator must be a nomad; Price 8,000 gp.
Psionatrix of telepathy: Piercing yellow light shines
from this crystal’s heart.
Moderate telepathy; ML 8th; Craft Universal Item,
creator must be a telepath; Price 8,000 gp.
Psionic Restraints: Each of the various psionic restraints
is an iron cuff that cunningly locks around the wrist (DC
27 Open Lock check). The cuff limits the total number
of power points a psionic creature wearing it can use
in 1 round (regardless of the creature’s total power
point reserve), or completely damps the ability to use
psionics. All types of psionic restraints prevent the free
manifesting of powers.
Restraint Type
Lesser
Average
Greater
Damping
Allowed Power
Points/Round
5
3
1
0
Market Price
1,000 gp
6,000 gp
12,000 gp
24,000 gp
Strong psychokinesis; ML 16th; Craft Universal Item,
bend reality, dispel psionics; Weight 1 lb.
Psychoactive Skins: Psychoactive skins (also sometimes
called ectoshells) are fist-sized globs of psionically
charged ectoplasm. As a standard action, a psychoactive
skin spreads over and covers a Medium or smaller
creature that projects the proper command thought; the
same command thought causes the skin to shrink back
down to its former size. Each of the various psychoactive
skins is charged with one of a wide array of powers that
constantly affect the wearer.
A deployed skin completely covers the wearer
and all his equipment like a second skin, allowing the
wearer to see, hear, and breathe normally. It rolls away
from various parts of the body as needed, such as when
the wearer needs to eat or access a backpack. Held
items or items specifically excluded are not covered by
a psychoactive skin.
Up to three skins can be worn simultaneously,
although only the outermost is active in any given round
(the powers of hidden skins cannot be manifested). Skin
layers can be changed with a command thought as a
standard action, which causes a lower-layer skin to come
to the surface.
214
Skin of the Chameleon: This psychoactive skin adjusts
to surrounding textures and colors, continually granting
the wearer a +10 enhancement bonus on Hide checks.
Faint psychometabolism; ML 3rd; Craft Universal Item,
chameleon; Price 18,000 gp; Weight 2 lb.
Skin of the Claw: This psychoactive skin benefits only
a wearer who has levels in psychic warrior. If such a
character wears this skin, he can activate the claws of
the beast power at will, as a free action that does not
provoke attacks of opportunity. He can also dismiss the
claws equally quickly.
Faint psychometabolism; ML 4th; Craft Universal Item,
claws of the beast; Price 16,000 gp; Weight 2 lb.
Skin of the Defender: This psychoactive skin continually
grants the wearer a +4 bonus to natural armor.
Faint psychometabolism; ML 5th; Craft Universal Item,
thicken skin; Price 32,000 gp; Weight 2 lb.
Skin of Fiery Response: This psychoactive skin answers
the first attack made against the wearer in each round with
an automatically manifested and targeted “ectoburst”
against the attacker. The burst ejects from the skin on the
wearer’s turn, making a ranged touch attack as described
in the energy retort power, but the energy type chosen
is always fire. If the attack hits, the target takes 2d6
points of fire damage as the ectoburst flames up and is
consumed. This attack does not in any way hinder the
wearer, count against her total actions for the round, or
provoke attacks of opportunity.
Faint psychokinesis; ML 5th; Craft Universal Item,
energy retort; Price 60,000 gp; Weight 2 lb.
Skin of the Hero: This psychoactive skin continually
grants the wearer a +3 deflection bonus to Armor Class,
a +3 resistance bonus on all saving throws, and a +3
enhancement bonus on attack rolls.
Strong psychometabolism; ML 18th; Craft Universal
Item, bend reality; Price 77,500 gp; Weight 2 lb.
Skin of Iron: This psychoactive skin affects the wearer
as the psionic iron body power up to three times per day
for 15 minutes with each use. When the skin’s power
is not active, it has no protective qualities. Activating
the psionic iron body effect is a standard action that
provokes attacks of opportunity.
Strong metacreativity; ML 15th; Craft Universal Item,
psionic iron body; Price 129,600 gp; Weight 2 lb.
Skin of Nimbleness: This psychoactive skin continually
grants the wearer a +10 competence bonus on Tumble
checks.
Moderate psychometabolism; ML 8th; Craft Universal
Item, creator must have 10 ranks in Tumble; Price
10,000 gp; Weight 2 lb.
Skin of Proteus: This psychoactive skin continually
affects the wearer as the metamorphosis power. While in
a form other than his natural form, the wearer does not
appear to be wearing the skin.
Moderate psychometabolism; ML 7th; Craft Universal
Item, metamorphosis; Price 84,000 gp; Weight 2 lb.
Skin of the Psion: This psychoactive skin grants the
wearer 7 bonus power points per day and power
resistance 21.
Strong clairsentience; ML 17th; Craft Universal Item,
power resistance; Price 151,000 gp; Weight 2 lb.
Skin of the Spider: This psychoactive skin continually
grants the wearer a +20 competence bonus on Climb
Universal Items ▪ EQUIPMENT
checks and continually affects the wearer as the body
equilibrium power. Three times per day, the wearer can
manifest entangling ectoplasm against a target within
30 feet.
Faint psychometabolism; ML 3rd; Craft Universal Item,
creator must have 10 ranks in Climb, body equilibrium,
entangling ectoplasm; Price 79,080 gp; Weight 2 lb.
Skin of the Troll: This psychoactive skin continually
allows a living wearer to heal more quickly. The wearer
heals 5 points of damage per minute. Except for the
slower rate of healing, this skin affects its wearer as
if the wearer were under the effect of a continual true
metabolism power.
Strong psychometabolism; ML 17th; Craft Universal
Item, true metabolism; Price 61,200 gp; Weight 2 lb.
Ring of Self-Sufficiency: This crystalline ring
continually grants the wearer a +10 competence bonus
on Autohypnosis checks.
Moderate psychometabolism; ML 7th; Craft Universal
Item, creator must have 10 ranks in Autohypnosis; Price
10,000 gp.
Shards: These universal items are tiny fragments of
cast-off crystal imprinted with minuscule bits of psionic
power. Using a shard requires grasping it and projecting
a command thought as a standard action (most shards
telepathically whisper their command word into the
minds of living creatures who handle them). A shard
grants a temporary competence bonus on one specific
skill, ranging from +1 to +10. The granted bonus lasts
until the skill is used or 10 rounds pass, whichever comes
first. Once its effect is activated, a shard disintegrates
immediately, whether or not the bonus granted by the
shard is eventually used.
Moderate psychometabolism; ML 7th; Craft Universal
Item, creator must have ranks in the specified skill at
least equal to the imprinted bonus; Price 10 gp (+1), 40
gp (+2), 90 gp (+3), 160 gp (+4), 250 gp (+5), 360 gp
(+6), 490 gp (+7), 640 gp (+8), 810 gp (+9), or 1,000
gp (+10).
Third Eyes: These objects appear as small crystals,
always with at least one wide, flat facet, and contain
a variety of powers. When the owner uses the proper
command thought, the crystal adheres to the center of
his forehead (the same command thought causes the
third eye to disengage). Only one third eye can be worn
at a time.
A third eye is treated as eyewear or goggles for the
purpose of determining which items can be worn on the
body.
Aware: This kind of third eye continually grants the
wearer a +10 competence bonus on Spot checks.
Moderate clairsentience; ML 7th; Craft Universal Item,
creator must have 10 ranks in Spot; Price 10,000 gp.
Conceal: While worn, a third eye conceal protects the
wearer from view by all devices, powers, and spells that
detect, influence, or read emotions or thoughts. This
power protects against all mind-affecting powers and
effects as well as information-gathering by clairsentience
powers or effects (except for metafaculty); this item
affects the wearer as if he enjoyed the benefit of the
psionic mind blank power.
Strong telepathy; ML 15th; Craft Universal Item, psionic
mind blank; Price 120,000 gp.
Concentrate: This kind of third eye continually grants
the wearer a +10 competence bonus on Concentration
checks.
Moderate telepathy; ML 7th; Craft Universal Item,
creator must have 10 ranks in Concentration; Price
10,000 gp.
Gather: This kind of third eye continually grants the
wearer a +10 competence bonus on Gather Information
checks.
Moderate clairsentience; ML 7th; Craft Universal Item,
creator must have 10 ranks in Gather Information; Price
10,000 gp.
Penetrate: While worn, a third eye penetrate grants
the wearer a +2 bonus on manifester level checks to
overcome a creature’s power resistance.
Strong clairsentience; ML 15th; Craft Universal Item,
bend reality; Price 8,000 gp.
Torc of Free Will: This item is a band inlaid with
precious metal, worn around the neck or upper arm. The
wearer of a torc of free will is not affected by the brain
lock power or items that produce brain lock effects (such
as crystal anchors).
A torc is treated as an amulet for the purpose of
determining which items can be worn on the body.
Faint telepathy; ML 3rd; Craft Universal Item, brain
lock; Price 6,000 gp; Weight 2 lb.
Torc of Leech Freedom: This item is a band inlaid with
precious metal, worn around the neck or upper arm. The
wearer of a torc of leech freedom automatically resists
up to two uses of power leech against him per day.
A torc is treated as an amulet for the purpose of
determining which items can be worn on the body.
Faint telepathy; ML 5th; Craft Universal Item, power
leech; Price 12,000 gp; Weight 2 lb.
Creating Psionic Items
To calculate the costs involved in creating a psionic
item, refer to Creating Magic Items. Although that
information deals with magic items, the price formulas
presented there are identical to those for psionic items.
Creating psionic armor and psionic weapons is almost
identical to the requirements for creating magic armor
and magic weapons.
Creating Dorjes
To create a dorje, a character needs a small supply of
materials, the most obvious being a chunk of crystal
or the crystal shards of the dorje to be carved from or
assembled. The cost of the materials is subsumed in
the cost of creating the dorje—375 gp x the level of the
power x the level of the manifester. Dorjes are always
fully charged (50 charges) when created.
If an augmentable power is incorporated into
a dorje at a higher manifester level than the minimum
level required to manifest the power, each discharge of
the power from the dorje is augmented to the limit of
that higher manifester level. Alternatively, if you want
to have a higher manifester level in the dorje, you must
pay for the dorje as if the power was one level higher for
each additional two manifester levels you want.
215
EQUIPMENT ▪ Creating Psionic Items
The creator must know the power or powers
to be imprinted in the dorje (or must have the power
available in some other form). If manifesting the power
would reduce the manifester’s experience point total,
she pays the cost (multiplied by 50) upon beginning the
dorje in addition to the experience point cost for making
the dorje itself. The act of working on the dorje costs a
number of power points per day equal to the power point
cost of the power that is being embedded in the crystal
of the dorje.
Crafting a dorje requires one day for each 1,000 gp of
the base price.
Item Creation Feat Required: Craft Dorje.
Creating Power Stones
To create a power stone, a character needs a supply
of incense and fine etching tools, the cost of which is
subsumed in the cost of encoding the power stone—12.5
gp x the level of the power x the level of the manifester.
All materials used to imprint a power stone must be
fresh and unused. A character must pay the full cost for
encoding each power stone no matter how many times
she previously has imprinted the same power.
The creator must know the power or powers
to be imprinted in the power stone (or must have the
power available in some other form). If manifesting the
power would reduce the manifester’s experience point
total, she pays the cost upon beginning the power stone
in addition to the experience point cost for making
the power stone itself. The act of encoding triggers
the power as if it had been manifested, costing the
character an appropriate number of power points.
Encoding a power stone requires one day for
each 1,000 gp of the base price.
Item Creation Feat Required: Imprint Stone.
Creating Psicrowns
To create a psicrown, a character needs a supply of
materials, the most obvious being a circlet, crown,
or the pieces of the crown to be assembled. The cost
of the materials is subsumed in the cost of creating
the psicrown—375 gp x the level of the highest-level
power x the level of the manifester, + 75% of the value
of the next highest-level power (281.25 gp x the level
of the power x the level of the manifester), + one-half
of the value of any other powers (187.5 gp x the level
of the power x the level of the manifester). Psicrowns
are always created with full power points.
Alternatively, if you want to have a higher
manifester level in the psicrown, you must pay for
the psicrown as if the highest-level power is one level
higher for each additional two manifester levels you
want.
The creator must know the power or powers to
be imprinted in the psicrown (or must have the power
available in some other form). If any of the powers has
an XP cost, the creator must provide XP equal to 50 x
that cost. This expense is in addition to the experience
point cost for making the psicrown itself. The act of
working on a psicrown costs a number of power points
per day equal to the cost of manifesting each of the
powers associated with the psicrown once per day.
216
Crafting a psicrown requires one day for each
1,000 gp of the base price.
Item Creation Feat Required: Craft Psicrown.
Creating Psionic Tattoos
The creator of a psionic tattoo must have a patch of
uncovered skin free of hair and fur, and at least a few
containers in which to mix dyes. In addition, he needs
special materials, usually to create dyes. The costs
for materials and dyes are subsumed in the cost for
scribing the psionic tattoo— 25 gp x the level of the
power x the level of the manifester. All ingredients and
materials used to scribe a psionic tattoo must be fresh
and unused. The character must pay the full cost for
scribing each psionic tattoo. (Economies of scale do
not apply.)
The user of the psionic tattoo is both the
manifester and the target; therefore, powers that target
another creature cannot be stored in psionic tattoo
form. Powers with a range of personal can be made
into psionic tattoos, but they cost double the price of
standard psionic tattoos.
The creator must know the power to be placed
in the psionic tattoo (or must have the power available
in some other form). If manifesting the power would
reduce the manifester’s XP total, he pays the XP
cost upon beginning the scribing in addition to the
experience point cost for making the psionic tattoo
itself. The act of scribing triggers the power as if it had
been manifested, costing the character an appropriate
number of power points.
Scribing a psionic tattoo requires one day.
Item Creation Feat Required: Scribe Tattoo.
Creating Universal Items
To create a universal item, a character usually needs
some sort of equipment or tools to work on the item.
He also needs a supply of materials, the most obvious
being the item itself or the pieces of the item to be
assembled. The cost for the materials is subsumed in
the cost for creating the item. Universal item costs
are difficult to formularize. Refer to Table: Estimating
Magic Item Gold Piece Values in the System Reference
Document and use the given item prices as a guideline.
Creating an item costs half the market value listed.
If powers are involved in the prerequisites for
making the item, the creator must know the power to
be placed in the item (or must have the power available
in some other form). Any experience point cost for a
prerequisite power is not incurred by the creator of
the item. The act of working on the item requires a
payment of power points appropriate to the power or
powers associated with the item during each day of the
item’s creation.
Crafting a universal item requires one day for each
1,000 gp of the base price.
Item Creation Feat Required: Craft Universal Item.
General Rules ▪ PSIONIC MONSTERS
Chapter Eight: Psionic Monsters
General Rules
The following rules are specific to the creatures presented
in this book. They describe the various subtypes that are
applied to the creatures presented below, they detail the
specifics of how psi-like abilities function, and they assist in
learning to read the creature entries themselves.
Subtypes
Entropic
The entropic subtype applies to creatures that can use
entropic powers or abilities, or that have the ability to use an
entropic focus (In other words, a creature with the entropic
subtype either has one or more entropic feats, the ability to
manifest entropic powers, one or more entropic abilities or
an entropic focus ability.).
Characters who have entropic feats or who can
manifest entropic powers gain the entropic subtype.
Traits: The entropic subtype simply identifies creatures that
may be vulnerable to powers, spells, and effects targeting
entropic creatures. It does not represent any specific benefits
or drawbacks.
Entropic Psionic Creatures
An entropic creature that can manifest powers also
automatically has the psionic subtype, detailed below.
Psionic
The psionic subtype applies to creatures that can use psionic
powers or abilities or that have the ability to manifest
powers. (In other words, a creature with the psionic subtype
either has a power point reserve or has psi-like abilities.) It
also applies to creatures from other sources that have spelllike abilities labeled as “psionics.”
Characters that have levels in any class that grants
the use of psionics, or who have psi-like abilities as racial
traits, gain the psionic subtype.
Traits: Other than the fact that all psionic creatures have
psionic powers or psi-like abilities, psionic creatures have
no specific traits. The psionic subtype simply identifies
creatures that may be vulnerable to powers, spells, and
effects targeting psionic creatures.
Ssethric
The Ssethric subtype is used solely to denote creatures that
are associated with the Ssethregoran Empire, and its attendant
history. Some creatures, such as Ssanu, have the Ssethric
subtype because they were directly created by the Ssethregoran
deities. Others, like the Folugub, have this subtype because
they were created using Ssethregoran bio-technology.
Traits: The Ssethric subtype simply identifies creatures that
may be vulnerable to powers, spells and effects targeting
Ssethric creatures. It does not represent any specific benefits
or drawbacks.
Ssethric Psionic Creatures
A Ssethric creature that can manifest powers also
automatically has the psionic subtype, detailed above.
While such creatures are rare, they are not improbable or
impossible creatures, and there are no special rules that must
be considered.
Tainted
This subtype is particular to Arcanis and is used to identify
creatures that have Infernal lineage or have been affected
by Infernal corruption, but are not themselves full-fledged
Infernals. For example, all dark-kin characters have the
Tainted subtype.
Some spells and effects (mostly those from
the Legacy of Damnation book) target Tainted creatures
specifically. All Infernal creatures (including Fiendish
creatures) are considered to have the Tainted subtype,
regardless of whether they are Extraplanar or Native. Tainted
is not an aligned subtype; creatures with the Tainted subtype
do not automatically have the Evil subtype, for example.
Tainted does not automatically detect as evil; however,
certain sells and effects specifically detect creatures with the
Tainted subtype regardless of their alignment. The strength
of a Tainted creature’s aura under such detection is based on
its Hit Dice, using the core rules for detecting evil Outsiders
with the detect evil spell.
Traits: The tainted subtype simply identifies creatures that
may be vulnerable to powers, spells and effects targeting
tainted creatures. It does not represent any specific benefits
or drawbacks.
Tainted Psionic Creatures
A tainted creature that can manifest powers also automatically
has the psionic subtype, detailed above. While such creatures
A psionic undead creature, although rare, is a force to be
are rare, they are not improbable or impossible creatures,
reckoned with.
and there are no special rules that must be considered.
Because undead are immune to mind-affecting
effects (including charms and compulsions), they are
particularly threatening to other psionic creatures and Psionic Powers
characters (especially telepaths). Psionic undead creatures Creatures with psionic powers are similar to creatures with
can use mind-affecting powers on the living, even though racial spellcasting ability. They have the ability to manifest
they themselves are immune to such attacks. However, an powers just as a member of a psionic character class can
undead creature may have the psionic subtype if it meets (and can activate psionic items accordingly).
the criteria described above, and thus be vulnerable to non- Creatures with the ability to use powers are subject to the
mind-affecting powers or effects that specifically affect same rules for manifesting powers that characters are, but
they are not actually members of a class and do not gain any
psionic creatures.
Intelligent constructs and plants with psionic powers or psi- class abilities unless otherwise specified.
Creatures with psionic powers generally emulate the
like abilities also share this advantage.
manifesting ability of a particular psionic class. When such a
creature takes levels in that same class, it can stack its innate
psionic powers and its class power progression together.
Undead Psionic Creatures
217
PSIONIC MONSTERS ▪ General Rules
218
Creatures with psionic powers that take levels in described as psionics are considered to possess psi-like
a class other than the one they emulate combine their two abilities, and they manifest their powers as described above.
power point reserves into a single reserve, but they manifest
Psionic Spells
powers from each psionic class separately.
In some cases, a creature’s psi-like abilities (or abilities listed
under a creature’s psionics entry) may include an effect
Psi-Like Abilities
Most psionic monsters have some number of psi-like abilities. that does not duplicate any listed power. For such abilities,
These are very similar to spell-like abilities. Naturally, they simply use the existing spell description. Treat the creature’s
are psionic and work just like powers or spells. A creature manifester level as the caster level for the spell. The ability
with psi-like abilities does not pay for these abilities with is still psionic in origin, so spells and powers that specifically
power points and does not pay any XP cost associated with affect psionic powers can negate or reduce its effects as they
would any other psionic power.
manifesting the power the ability duplicates.
Psi-like abilities do not work in a null psionics field
and are subject to power resistance if the power or spell the Psionic Versions of Creatures
ability duplicates would be subject to power resistance. A psi- Below are presented psionic versions of the following
like ability usually has a limit on how often it can be used. A creatures: aboleth and couatl. These alternate versions are
psi-like ability that can be used at will has no use limit. Using psionic equivalents of their standard counterparts.
Only the portions of the monster entry that are
a psi-like ability is a standard action unless noted otherwise,
specifically
changed by the addition of psionics rules have been
and doing so while threatened provokes attacks of opportunity.
listed.
All
other
elements of the creature remain the same.
It is possible to make a Concentration check to use a psi-like
ability defensively and avoid provoking attacks of opportunity,
just as when using a power or casting a spell. A psi-like ability Alignment-Based Spell-like Abilities
can be interrupted just as a spell can. Psi-like abilities cannot Some creatures have spell-like abilities that used alignmentbased spells. In Living Arcanis the standard alignment-based
be used to counterspell, nor can they be counterspelled.
All creatures with psi-like abilities are assigned a spells are not used; instead new spells have been developed
manifester level, which indicates how difficult it is to dispel for the world of Arcanis. These spells, and the rules that
their psi-like effects and determines all level-dependent pertain to their use, are presented in Appendix I. While the
variables (such as range or duration) the abilities might entries below still refer to the standard alignment-based
have. When a creature uses a psi-like ability, the power is spells of the System Reference Document, all such entries are
manifested as if the creature had spent a number of power marked with AB to remind the reader that these are alignmentpoints equal to its manifester level, which may augment based spells.
In the Living Arcanis campaign, any entry that is
the power to improve its damage or save DC. However, the
creature does not actually spend power points for its psi-like marked with AB is replaced with the equivalent spell from
abilities, even if it has a power point reserve due to racial Appendix I.
abilities, class levels, or some other psionic ability.
The DC of a saving throw (if applicable) against
a creature’s psi-like ability is 10 + the level of the power Reading Psionic Creature Entries
or spell the ability duplicates + the creature’s Cha modifier. Each of a creature’s psi-like abilities has a manifester level.
Remember to check the power’s Augment entry to see if Each ability that allows a saving throw also gives a save DC
the creature’s manifester level (and thus the effective power in parentheses following the power name.
Powers that have increased effects due to
point expenditure) increases the DC of the saving throw.
Changes to the effect’s save DC, damage, and so on are noted augmentation include information about the effect. An
asterisk indicates that the power has already been augmented
in the psi-like ability entry.
by the creature’s innate ability.
Powers that can’t be augmented, or that are
Psionic Focus
manifested
at their normal minimum level, do not contain
Some creatures have feats that can be used only when the
any
special
notations. Resolve the effect of manifesting
creature is psionically focused, or that require the creature
to expend its psionic focus. Assume that such a creature is the power without augmentation at the creature’s given
manifester level.
psionically focused before entering combat.
Some creatures may have particular powers that
are manifested at a higher or lower level than their normal
Psi-Like Abilities and Feats
manifester level. In such cases, the manifester level is given
Creatures with access to psi-like abilities can use the feats in the parenthetical information following the power name.
Empower Spell-Like Ability and Quicken Spell-Like Ability.
These feats can only be used on psi-like abilities Creatures
that do not have increased effects due to augmentation.
Furthermore, the creature can empower a psi-like ability only The world of Arcanis has many diverse creatures. Presented
with a level less than or equal to half of its manifester level below is a sample of the psionic foes that exist in Arcanis.
(round down) minus 2, and can quicken a psi-like ability only Some of these foes are also Entropic creatures and are
with a level less than or equal to half of its manifester level servants of the Silence.
The entries for most of these creatures are presented
(round down) minus 4.
as excerpts from Darius Gracchi’s Journal of Extraordinary
Travels. Darius Gracchi was a 7th-Century wanderer who
Creatures with “Psionics” Entries
Psionic monsters often possess spell-like abilities that are explored many distant areas of Onara before disappearing.
identified as “psionics,” instead of “spell-like abilities.” For The only evidence that remains of his life is his journal,
all intents and purposes, creatures with spell-like abilities discovered years after his passing in a remote cavern on the
borders of the Blessed Lands.
Aboleth ▪ PSIONIC MONSTERS
Aboleth
Dirigo 22, 587 I.C.
We were crossing the Sea of Lanterns today when our craft
was set upon by ravaging creatures, slick with mucus.
While these creatures were not of particular threat to us,
the horrific creature that rode below the waves was of
significant danger.
The fight against the creature was protracted,
and very nearly deadly. Somehow it wrested control over
my friend’s body, and took him below the waves. My friend,
Polaik, was lost to us, even after we destroyed the creature.
The aboleth is a revolting fishlike amphibian found
primarily in subterranean lakes and rivers. An aboleth
has a pink belly. Four pulsating blue-black orifices line
the bottom of its body and secrete gray slime that smells
like rancid grease. It uses its tail for propulsion in the
water and drags itself along with its tentacles on land. An
aboleth weighs about 6,500 pounds.
An aboleth attacks by flailing with its long,
slimy tentacles, though it prefers to fight from a distance
using its illusion powers.
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan) Organization: Solitary, brood (2-4), or slaver brood
Environment: Underground
(1d3+1 plus 7-12 skum)
Treasure: Double standard
Aboleth
CR: 7
LE Huge Aberration (Aquatic, Psionic)
HD: 8d8+40 (89 hp)
BAB: +6
Grapple:
Space:
+22
15 ft.
Initiative: +1
Trip:
Reach:
+12
10 ft.
Speed: 10 ft., swim 60 ft.
Aura:
-AC: 16 (-2 size, +1 Dex, +7 natural)
Touch: 9
Flat-Footed:
15
Immunity: -DR:
-Resistance: -PR:
-Attack: Tentacle +12 melee (1d6+8 plus slime, 20/x2)
Attack: 4 tentacles +12 melee (1d6+8 plus slime, 20/x2)
SA: Psi-like Abilities, slime
Saves: Fort
+7
Ref
+3
Will
+11
Abilities: Str
26
(+8)
Dex
12
(+1)
Con
20
(+5)
Int
15
(+2)
Wis
17
(+3)
Cha
17
(+3)
Languages: Unknown (unique language to the Aboleths)
SQ: Aquatic subtype, mucus cloud
Senses: Darkvision 60 ft.
Skills: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8
Feats: Alertness, Combat Manifestation, Iron Will
Psi-Like Abilities: At will—disable (30-ft. cone, 12 HD, DC 20*), false sensory input (five targets, DC 16*), mental disruption (20-ft.
radius, DC 18*), mindlink (unwilling, nine targets, DC 14*); 3/day—ego whip (ML 9th, 1d6+5, DC 17*), id insinuation (ML 7th, three
targets, DC 17*), psionic dominate (any target, 24 hours, DC 20*), thought shield (power resistance 21, 3 rounds*); 1/day—psionic modify
memory (DC 17), remote viewing (DC 17), wall of ectoplasm (DC 17).
Manifester level 13th. The save DCs are Charisma-based.
*Includes augmentation for the aboleth’s manifester level.
Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude
save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must
remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor
bonus by 1 (but never to less than 0). The save DC is Constitution-based.
A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward,
however, only a heal or mass heal spell can reverse the affliction.
Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into
contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An
affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude
save continues the effect for another 3 hours. The save DC is Constitution-based.
Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take
10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
219
PSIONIC MONSTERS ▪ Astral Construct
Astral Construct
Astral constructs are brought into being by the metacreativity
power astral construct. They are formed from raw
ectoplasm (a portion of the astral medium drawn into the
Material Plane). The power points spent by the construct’s
creator during the manifestation of the power determine the
level of the astral construct created. However, even astral
constructs of the same level vary somewhat from each
other, depending on the whims of their creators.
Astral constructs act as directed by their creators.
As a free action, a construct’s manifester can direct the
construct to attack particular enemies, use specific tactics
or powers, perform other actions, or do nothing at all. The
construct does exactly what its creator directs it to do.
An astral construct generally appears as an
animate clump of ectoplasm with a vaguely humanoid
shape, but the manifester can mold or sculpt one according
to his or her whim within the limits imposed by the
creature’s size. The quality of such “construct sculpture”
is determined by a Craft (sculpting) check. A result of
10 to 19 creates a creature that is recognizably similar
to the desired creature shape; a result of 20 to 29
creates a construct that looks like an accurate portrayal
of that creature type; a result of 30 or higher creates a
construct that looks like a specific individual. No matter
how high the Craft (sculpting) check result, though, an
astral construct’s appearance can’t hide the otherworldly
material from which it is formed.
Construct Traits: An astral construct has immunity to
poison, sleep, paralysis, stunning, disease, death effects,
necromancy effects, mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects),
and any effect that requires a Fortitude save unless it
also works on objects or is harmless. It is not subject to
critical hits, nonlethal damage, ability damage, ability
drain, fatigue, exhaustion, or energy drain. It cannot heal
damage, but it can be repaired.
Special Abilities: Every time an astral construct is created,
the manifester can choose to apply one special ability to
the construct. When the manifester begins to manifest the
astral construct power, he chooses one or more special
abilities from a menu of abilities appropriate to that level
of astral construct.
Advancement: -Environment: Any
Organization: Solitary
Treasure: None
Creating an Astral Construct
When manifesting the astral construct power, the
manifester assembles the desired creature from a menu of
choices, as specified in the construct’s statistics block. A
manifester can always substitute two choices from a lesser
menu for one of its given abilities. Multiple selections
of the same menu choice do not stack unless the ability
specifically notes that stacking is allowed.
Some menu choices grant an astral construct the
ability to manifest specific powers as psi-like abilities.
Unless using the ability is a free action, an astral construct
manifesting such a power does so as a standard action that
provokes attacks of opportunity. All such powers have a
manifester level equal to the astral construct’s Hit Dice or
the creator’s manifester level, whichever is lower.
An astral construct does not need to meet the
prerequisites for a feat granted by a menu choice.
220
Astral Construct Menu A
A manifester creating a 1st-level, 2nd-level, or 3rd-level
astral construct can choose one special ability from this
menu.
Buff (Ex): The astral construct gains an extra 5 hit
points.
Celerity (Ex): The astral construct’s land speed is
increased by 10 feet.
Cleave (Ex): The astral construct gains the Cleave feat.
Deflection (Ex): The astral construct gains a +1 deflection
bonus to Armor Class.
Fly (Ex): The astral construct has physical wings and a fly
speed of 20 feet (average).
Improved Bull Rush (Ex): The astral construct gains the
Improved Bull Rush feat.
Improved Slam Attack (Ex): The astral construct gains
the Improved Natural Attack feat.
Mobility (Ex): The astral construct gains the Mobility feat.
Power Attack (Ex): The astral construct gains the Power
Attack feat.
Resistance (Ex): Choose one of the following energy
types: fire, cold, acid, electricity, or sonic. The astral
construct gains resistance 5 against that energy type.
Swim (Ex): The astral construct is streamlined and shark
like, and gains a swim speed of 30 feet.
Trip (Ex): If the astral construct hits with a slam attack,
it can attempt to trip the opponent as a free action without
making a touch attack or provoking attacks of opportunity.
If the attempt fails, the opponent cannot react to trip the
astral construct.
Astral Construct Menu B
A manifester creating a 4th-level, 5th-level, or 6th-level
astral construct can choose one special ability from this
menu. Alternatively, the construct can have two special
abilities from Menu A.
Energy Touch (Ex): The astral construct deals an extra
1d4 points of damage of an energy type you choose
(fire, cold, acid, or electricity) when you manifest the
construct.
Extra Attack: If the astral construct is Medium or smaller,
it gains two slam attacks instead of one when it makes a
full attack. Its bonus on damage rolls for each attack is
equal to its Strength modifier, not its Strength modifier
x 1-1/2. If the astral construct is Large or larger, it gains
three slams instead of two when it makes a full attack. Its
attacks are otherwise unchanged.
Fast Healing (Ex): The astral construct heals 2 hit points
each round. It is still immediately destroyed when it
reaches 0 hit points.
Heavy Deflection (Ex): The astral construct gains a +4
deflection bonus to Armor Class.
Improved Buff (Ex): The astral construct gains an extra
15 hit points.
Improved Critical (Ex): The astral construct gains the
Improved Critical feat with its slam attacks.
Improved Damage Reduction (Ex): The astral construct’s
surface forms a hard carapace and provides an additional 3
points of damage reduction (or damage reduction 3/magic
if it does not already have damage reduction).
Improved Fly (Ex): The astral construct has physical
wings and a fly speed of 40 feet (average).
Improved Grab (Ex): To use this ability, the construct
must hit with its slam attack. A construct can use this ability
only on a target that is at least one size smaller than itself.
Astral Construct ▪ PSIONIC MONSTERS
Astral Construct (1st-Level)
N Small Construct
HD: 1d10+10 (20 hp)
BAB: +0
Grapple:
Space:
-2
Initiative: +2
Trip:
Reach:
+2
Speed: 30 ft.
Aura:
AC: 18 (+1 size, +2 Dex, +5 natural)
Touch: 13
Flat-Footed: 16
Immunity: -DR:
Resistance: -PR:
Attack: Slam +3 melee (1d4+2, 20/x2)
SA: -Saves: Fort
+0
Ref
+2
Will
Abilities: Str
15
(+2)
Dex
15
(+2)
Con
Int
--Wis
11
Cha
Languages: -SQ: Construct traits, one ability from Menu A
Senses: Darkvision 60 ft., low-light vision
Skills: -Feats: --
CR: ½
5 ft.
5 ft.
--
damage equal to 1d8 + its Str modifier.
The target can attempt a Reflex save
(DC 10 + 1/2 astral construct’s Hit
Dice + astral construct’s Str modifier)
to negate the damage, or it can instead
choose to make an attack of opportunity
at a –4 penalty.
Astral Construct Menu C
A manifester creating a 7th-level,
8th-level, or 9th-level astral construct
can choose one special ability from
this menu. Alternatively, the astral
construct can have two special abilities
+0
from Menu B. (One or both of the
Menu B choices can be swapped for
-two choices from Menu A.)
10
Blindsight (Ex): The astral construct
has blindsight out to 60 feet.
Concussion (Ps): The astral construct
can manifest concussion blast
(manifester level 7th) as a free action
once per round.
nd
Astral Construct (2 -Level)
CR: 1 Constrict (Ex): The astral construct
has the improved grab ability with
N Medium Construct
its slam attack. In addition, on a
HD:
2d10+20 (40 hp)
successful grapple check, the astral
construct deals damage equal to its
BAB:
Grapple:
Space:
+1
+4
5 ft.
slam damage.
Initiative:
Trip:
Reach:
+2
+3
5 ft.
Dimension Slide (Ps): The astral
Speed:
Aura:
40 ft.
-construct can manifest dimension slide
AC:
18 (+2 Dex, +6 natural)
(manifester level equal to Hit Dice) as
Touch:
Flat-Footed:
12
16
a move action once per round.
Immunity: -DR:
-Energy Bolt (Ps): The astral construct
Resistance: -PR:
-can manifest energy bolt (manifester
level 8th) as a standard action once per
Attack:
Slam +4 melee (1d6+3, 20/x2)
round. The creator sets the energy type
SA:
-that the astral construct can manifest
Saves:
Fort
+0
Ref
+2
Will
+0
Abilities:
Str
17
(+3)
Dex
15
(+2)
Con
--- when he creates it.
Extra Buff (Ex): The astral construct
Int
--Wis
11
Cha
10
gains an extra 30 hit points.
Languages: -Extreme Damage Reduction (Ex):
SQ:
Construct traits, one ability from Menu A
The astral construct’s surface forms
hard, armor-like plates and provides
Senses:
Darkvision 60 ft., low-light vision
an additional 6 points of damage
Skills:
-reduction.
Feats:
-Extreme Deflection (Ex): The astral
construct gains a +8 deflection bonus
Improved Swim: The astral construct is streamlined and
to Armor Class.
shark-like, and gains a swim speed of 60 feet.
Muscle (Ex): The astral construct gains a +4 bonus to its Natural Invisibility (Su): The astral construct is constantly
invisible, even when attacking. This ability is inherent and
Strength score.
Poison Touch (Ex): If the astral construct hits with a not subject to the invisibility purge spell.
melee attack, the target must make an initial Fortitude save Power Resistance (Ex): The astral construct gains power
(DC 10 + 1/2 astral construct’s HD + astral construct’s resistance equal to 10 + its Hit Dice.
Cha modifier) or take 1 point of Constitution damage. One Rend (Ex): The astral construct makes claw attacks instead
minute later, the target must save again or take 1d2 points of slam attacks (